move batteries into the battery storage occasionally refill on oxygen patch holes read ur logs
so throughout the production of breach engine, ive always taken a designer first perspective on development. I want my tools to be designed, for by and in mind of the creators. not the tool smith. So whenever i hit a rut in the engine, or feel like I've made susbstantial progress, I decide to make a game in the engine just to get a feal for what its like. this game was created VERY early into the development of the breach engine, its extremely unstable, but the creation of this game led to the creation of t-hunt, which led to the creation of breach 1.2, so progress builds on progress. Hope you enjoy this snippet into my development process the specific problems with this version of breach is that the physics engine was still in early development, meaning it was extremely unreliable, and ineffective. as you can see when you go out of bounds the game simply teleports you back. the massive problems faced in this game where what led me to redesign the entire physics system, and optimize nearly every aspect of the engine