Development Week 4
This week I added a movement modifier system, which means character speed can now react to what is happening to them. Running, aiming, burning, water, and ice can all affect movement in different ways. For the player, that means running is now supported, and aiming or being affected by heat can change how mobile you feel during a fight.
I also added the Flame Projectile. When it hits something or expires, it can leave behind a Fire Hazard, so shooting fire is starting to create actual danger in the arena instead of only being a direct attack. This is an important part of the direction I want for MoonBurn: fire should spread problems into the level and change how both the player and enemies move.
The burning system also became more heat-based. Characters now build up heat from hazards, and burnable objects can use fuel to create fire hazards. That gives fire a more flexible foundation: instead of a simple on/off burning state, it can grow, fade, slow characters down, and eventually become something the whole combat space has to react to.