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Tinker Tuesday for October 13th, 2026

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service.

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I added the overlay HUD for health and ammo (along with an actual crosshair), it does feel a lot easier to keep an eye on them now, so mission accomplished. I also almost finished the power up system along with spawning. Two issues I have with it right now is that the power-up's beacon lights are too short to be useful, and there seems to be something off about the random number generator, as the frequency of the same type power-up spawning a few times in row seems to be way above random chance.

I'll probably spend this week just tweaking these details, maybe I'll look into limiting the size of the map as well.

How have you been doing @Southkraut?

Wired together my visual perception logic and...ended up stumbling over myself because my design for it wasn't thorough enough, and by attempting to simply wing it on the details I ended up making a hot mess. I need to take a step back and draw up a more rigorous design with fewer blank spots.

I added the overlay HUD

It works, but badly occludes the space around the player character.

It works, but badly occludes the space around the player character.

Is that a big deal? By the time they get this close you'll be scoring hits by shooting blindly... I suppose I can turn it into a horizontal bar, which should be as legible and cover less area. I can even make it configurable for the player.

Can't speak for others, but it bothered me. Yes it doesn't hinder the player much, but I'd find it mildly annoying to not have a clear view of the enemies that are closest to taking a bite out of me.