Thanks to everyone who joined yesterday's playtest! I've written down all of your suggestions. Below are all the changes in yesterday's build that I made since the previous playtest. I thought our little race around the block went really well so I am excited to add some racing support in the future . I want to integrate racing into the default variant like I did with the powerball, but I also see dedicated racing/sports regions/servers in the future .
Little Dragon and I will be going to visit family in Taiwan at the end of the month. To minimize any downtime I've purchased a new laptop so I can work remote. I'll be switching development over to it this week. I'll be hosting our regular Monday playtest next week (March 23) but the playtest of Monday March 30 I plan to reschedule for the end of that week.
Can keep charged love projectile at the ready indefinitely
Can see other player's love status not just your own
BugFix: Fixed a rare bug in bungee cord rendering
BugFix: Momentum calculations using love speed factor when it shouldn't
BugFix: Fixed crash when turreting onto teammate that you have bungeed
Mute warning sfx now off by default
BugFix: Limited bungee+pod recursion to a single level and avoided crash
MapFix: Degenerate triangles removed from Boom region
Optimized VFX rod (bungee, tracer, love) memory usage
BugFix: Fixed turret host arms hidden when turret joined
Added goal for powerball to Boom map
BugFix: Players on leading team are now always traceable (as intended)