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August 31st - CommonUI Enhanced Input Actions
Something I've always struggled with is handling input cleanly across a complex UI. It sounds simple at first. The player presses Escape, so you close a menu. But what happens when several different parts of your UI all want to use Escape? Maybe the Settings menu uses it to close itself. The Level Progress screen does the same. A smaller panel inside the HUD also wants to close with Escape. If several of those widgets are active at the same time, which one should receive the


August 16th - New ability update
Hello! So, I've been working on a new ability, Mind Control, for the past three weeks. I knew the new ability was going to be about possessing other types of characters, and those characters would be the player's enemies. Basically, the enemies would act as dynamic traps in the game. They would move around specific areas, and if you time it right, you might be able to pass by them. I'm not sure how to balance this right now, as no playtesting has been done yet. But as Yolings


The Freeze Time System
Some technical details about how the freeze time ability works


The Restart Level System
Some technical details on how the Restart level system was implemented.


The Level Transition System
Some more in-depth technical details on how the Level Transition System was implemented.
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