Howdy Folks! Devlog Video here: [url=https://www.youtube.com/watch?v=yNJj0jfK_6Y]Link[/url] https://www.youtube.com/watch?v=yNJj0jfK_6Y Howdy Folks! A very tired Anton here. I know this release isn’t super content dense, but I hope y’all find it enjoyable. These system-focussed updates can be such a slog sometimes. If I had told year-ago-me that I’d ever be doing this volume of database and UI programming I might have run screaming :-P In terms of the unlock system, I have followed a ‘pricing’ rubric focussed primarily around capability. This means that firearms capable of firing higher power cartridges, at higher capacities are more expensive. Optics / attachments that aid in aiming are more expensive as well. I’ve been ‘playing through’ things just as you folks will to make sure everything feels right, and there’s the right balance between sequence difficulty, reward, and equipment cost. In terms of S.A.U.C.E. rewards, you are awarded an amount based on two factors: rank level of score, and rank advancement. If you see your payout as Xnumber + Ynumber, the Xnumber is the base payout, and the Ynumber is the bonus you get for advancing to a higher rank for the first time. This is cumulative, so if you say… play a sequence for the first time and get Gold rank (because you’re awesome), you’ll get the bonuses for unranked->bronze, bronze->silver and silver-gold all at once. So don’t worry about ‘missing out’ on monies if you nail it out of the gate. For now, the ammo panel is just sitting on the table. I intend to replace it as well with a more modernized look (or build it into the item spawner). I’m still deciding on it. Lets see… what else. The next type of target spawner I plan to add are ‘blockers’, which will be non-destructible (or possibly partially destructible) floating blocks with various movement patterns. They will be present in certain sequence types to add a further timing element to taking your shots. I also have some ideas for adding some more reactive targets (multi-hit types that behave differently based on where they’re struck), as well as some very up-in-your-face close targets that I will keep a surprise. Anywho, I’m rambling at this point. Suffice it to say, I’m feeling happy about having a solid system bedrock to work on now, and I can finally shift my attention to building out many many hours of content for it :-) Since the planning stages I’ve imagined this as one of the ‘pillar’ modes of H3 going forward. The sandbox core isn’t going anywhere, but I know some of you have been wanting some more structure, more long term goals to practice towards, and some friendly competition, so I hope this mode, as it grows, scratches all of those itches. Next Update should bring a whole mess of sequences, global scoring (finished, but not yet tested, so I held it back for this release), and some other fun surprises. Peace! -Anton Additions: [list] [*](M.E.A.T.S.) Added 12 New Sequences (6 in Getting Started, 3 in Casual Plinkin’, 3 in Lightning Reflexes) [*](M.E.A.T.S.) Sequence Wave Feature Added: Reflex. In reflex waves, the warmup timer is hidden and the warmup time is slightly randomized. [*](M.E.A.T.S.) Sequence Wave Feature Added: Quickdraw. In quickdraw waves, the player must holster their weapons for the warm-up time to advance. [*](M.E.A.T.S.) Sequence Firearm Mode Added: Category. In this mode, only equipment from specific categories is allowed. Illegal equipment will be detected automatically, and must be dropped before sequence can be started.. [*](M.E.A.T.S.) Added Name Entry For Local High Scores (so it’s easier to compete locally against your friends). The last entered name will be stored in game to speed the process of doing multiple sequences. [*](M.E.A.T.S.) Added 3 MEATY ranks you can attain for each sequence; Bronze, Silver, and Gold! [*](M.E.A.T.S.) Added Sequence Abort Button [*](Item Spawner) Added Unlockable Equipment Mode. In scene that use the equipment unlock system, displays the amount of S.A.U.C.E. you have, and allows you to buy new equipment. [/list] Changes: [list] [*](M.E.A.T.S.) UI reorganized for consistent button placement [*](M.E.A.T.S.) Disc Bullseye Target Now gives colored puff visual feedback based on hit zone [*](M.E.A.T.S.) Garbage Can Added To Scene [*](M.E.A.T.S.) Back button is now in a consistent spot on all UI screens [*](M.E.A.T.S.) Item Spawner Now disappears during sequence. [*](Item Spawner) UI Rebuilt For Pointing-Laser System [/list] Fixes: [list] [*]Fixed errant round x position oscillating in Mk17 drum [*]Fixed incorrect item spawner image on several suppressors and other items [*]Fixed incorrectly overlapping Browning High Power Triggers [/list]