Development Week 11
This week was a big step for the main mission flow in MoonBurn. I added the first version of the quarantine zone: an arena-style area that can lock the player into a fight, track when the enemies inside have been defeated, and then clear once the encounter is done. This also ties into the mission computer and objective UI, so the game can start guiding the player through the sequence more clearly.
I also added the extraction point, which gives the level a proper “get out” moment after the quarantine fight. Once activated, it can detect when the player reaches it and trigger the successful extraction flow. Together with the new player HUD and quest log work, the game now has a clearer loop: reach the objective, survive the quarantine, clear the enemies, then extract.
Fire also got a proper damage-over-time pass this week. Burning characters now take damage based on how much heat they have built up, and that heat can drive character fire VFX using Niagara. The goal is for burning to read visually on the character, not just as invisible damage ticking in the background.