June 2025

Anxiety Time!

Post #038 - 09/06/2025 - Monday

Anxiety Update: The player being slowed by their anxiety no longer affects lunges, although you’ll lose the ability to after tracking 8 or more internal orientations to ‘undo’.

HUD Update: Player 2’s HUD is flipped depending on the mode you're in (Player or HUD), so that the direction closest to your head is the one you currently have to ‘undo’.

Anxiety affecting lunges demo
Anxiety Demo
HUD flipping based on mode
HUD Demo

Post #039 - 14/06/2025 - Saturday

New Target Rings: The target rings are now animated and coloured.

OCD Lunge Fix: The player no longer tracks internal orientations while lunging.

Fixed it with this check: if (state != State.LUNGE) { ocd_orientation_track_direction(); }

Animated and coloured target rings
Animated and Coloured Target Rings
OCD lunge state before the fix
OCD Lunge (Before)
OCD lunge behaviour after the fix
OCD Lunge (After)

Post #040 - 16/06/2025 - Monday

Added mental static to the Player and HUD when anxiety levels rise. Will probably have the HUD face change too at some point.

Also noticed some layering issues with the player sprites, which is caused by the player being split into four parts (helmet, head, torso, legs). Something isn’t syncing right. I’ll probably fix it tomorrow.

HUD and player showing mental static as anxiety climbs
Mental Static Demo

Post #041 - 23/06/2025 - Monday

Fixed the layering issues with the player sprites. Turns out sometimes the depth values were ending up equal, which messed up the draw order. Simple fix in the end.

Before: depth = _depth+(i*0.1); // *i so that helmet is on head, torso is on legs, etc

After: depth = _depth+(i+1); // +i so that helmet is on head, torso is on legs, etc

Player layering fix demonstration
Consistent Layering (Fixed)

Post #042 - 25/06/2025 - Wednesday

OCD Console Command: I've added a new console command to toggle the player's OCD on and off. This is mostly for testing and debug purposes.

Internal Orientation UI Update: The internally tracked orientation history of each player is now visibly shown directly on the player, regardless of whether UI elements are being drawn on the player or just in the HUD. This change is so you don’t have to move your eyes over to the HUD, it’s always nearby when you need it.

Console command toggling OCD
Console Command
Internal orientation UI now drawn on the player
UI Update

Post #043 - 27/06/2025 - Friday

OCD Internal Orientation Change: The OCD system now tracks the same direction that was entered, rather than the opposite (which, in practice, turned out to be way too cumbersome). It’s poorly shown in the .gifs, but movement feels a lot smoother now.

OCD Internal Orientation Limit: I’ve also capped the number of internal orientations tracked to 4 (it used to be unlimited). Four feels like a solid number, enough to handle complexity without getting out of hand.

Tracking behavior before the change
OCD Tracking (Before)
Tracking behavior after the change
OCD Tracking (After)

Post #044 - 30/06/2025 - Monday

OCD Medication: Players can now take medication to temporarily remove their OCD. The animation colours also match the player.

Colour Change: Updated the colours of OCD orientations to improve readability and contrast.

OCD medication demonstration showing effect 1
OCD Medication Demo 1
OCD medication demonstration showing effect 2
OCD Medication Demo 2