April 2017, Week 1

+ Finished remaking old boss sprites
+ Working on assets for forest levels
+ Made few sprites for new characters

March 2017, Week 3

+ Implemented new skill system
+ Implemented slot-machine-like random generator for skills
+ Added some sounds
+ Fixed some things from DD13 feedback

March 2017, Week 2

+ Planned new mechanic that will replace passive tree
+ Nothing else interesting besides demo day related things

March 2017, Week 1

+ Added options to turn screnshake on/off
+ Added sliding mechanic
+ Minor visual updates
+ Reworked scaling (now you can choose between window mode + zoom/stretched fullscreen/fullscreen with blackbars, but if you have screen with 16:9 ratio, both fullscreens options will look pixel perfect good and without black bars)
+ Game works now even if you don't have shaders compatibility
+ Now there are a lot less objects in game (so we have smoother gameplay)
- But that made me do "loading screen"
+ Good thing that on newer maps loading will be much faster than it is now (now it's not long, so I guess it's ok)
- There are a lot of sprites that won't be remade in new artstyle before DD13

February 2017, Week 4

+ Added names for dialogues
+ Made bow shooting mechanic a bit more interesting
+ Finished semi boss fight
+ Remade spike traps mechanics
+ Melee hits now hit multiple targets
+ A lot of fixes
- Still posting really rarely on agdg

February 2017, Week 3

+ Inventory system finished at last
+ That means that items can be equipped, thay grant stats etc.
+ That also means that now I can post in thread again, because posting inventory updates didn't seemed like
+ Added autosaving
+ As always, fixed some bugs
+ Updated character collision
+ Added cast speed and attack speed stats

February 2017, Week 2

+ Melee attacks can be used in combos
+ Basics of classes system implemented
+ A lot of inventory work
+ Inventory now has options to add item as favorite and remove/delete item
+ Item list shows items icons and currently choosen item preview
+ Some minor updates

January 2017, Week 4

+ in process of total artstyle change (including main character design)
+ updated some cutscenes
+ made DPS calculators
+ made falling blocks much more fun to play with
+ added grace period (immortality while starting room)
+ fixed some bugs
+ updated controls
+ little optimization things
- I'm sick, have a fever and can't work at the moment. Shit sucks.

January 2017, Week 2

+ Made wall jumping better
+ Minor melee attacks update
+ Added landing state
+ Total alignment system rework
+ Added statuses system (grace and regen in game already)
+ Added automatic window size on first game launch
+ Added options to pause menu
+ Added basic volume option
+ Made BIG optimization
+ Fixed a lot of bugs
+ Controls update (for pad)
+ Added readme file
+ Added shader that changes colours according to day/night system
+ Working on some interface things
+ Damage showing up on hit

January 2017, Week 1

- Made falling blocks-traps to reappear over time
- movement/sprint work:
- made checkpoints
- made a lot work on cutscenes
- made dialogue choosing options
- wrote dialogues and translated them into another language
- player is able to fastforward dialogues now
- created musicbox object instead of using some basic scripts for music control
- upgraded one song, made another one
- added some sounds
- had a war with bugs and glitches
- prepared tutorials/hints
- uploaded early rough demo to Demo Day

December 2016, Week 5

+ Did some sprites
+ Remade some old sprites
+ Updated looks of lighting system
+ Worked on game balance
+ Made some attacks for mobs and boss
+ Worked out how to do cutscenes and did first one
+ Minor updates to looks of dialogues
+ Levels for demo day version are almost ready
+ Demo day version is almost ready
- I'm still somehow afraid that I won't make it in time for DD

December 2016, Week 4

+ Did much work on passive tree (finished many symbols etc.)
+ Working on 2H sword
+ Made some skill symbols
+ Made mechanics for 2 new spells
+ Did much work on dialogue menu (still needs upgrade, pic related)
+ Working on first level boss
- time flies, I need to work harder

December 2016, Week 3

+ Finished HUD (exp bar; round stamina bar around clock; bosses health bar template + first boss icon)
+ Some work on exp (exp bar is based only on exp needed to reach exp cap, instead of whole exp out of exp cap; exp penalties on death)
+ Running animation is proportional to movement speed
+ Added some juice to fireball shooting
+ Did some more sprites (idle sprites for 4 items; animations for 3 items; 4 item symbols; started working on passive tree scheme)
+ christmas break is coming, so I'm hoping to do a lot of things (aka motivated a lot)
- again, it's still not a game
- lack of time; christmas and uni are slowing my progress too much

December 2016, Week 2

+ crouch sprites/mechanic
+ shielding state/sprite
+ dungeon (first map) music theme
+ sprinting animation is faster than regular animation
+ many sounds (shielding, mob hit, attacks, menu etc.)
+ working on first enemy
+ did 4 basic skills icons (tier 1 bow, sword, fireball and shield < yes, those are skills)
+ big hud rework (still in progress)
+ wall jumps
- still not a game
- much work on uni before christmas, so I have not much time

December 2016, Week 1

+ First recap of the game, so will just write things done recently
+ Started working on crouching/sneaking animation
+ did some movement animations
+ did casting, shooting and attacking animations
+ made few idle states (sword, bow, empty handed)
+ recolored tiles
- still not a game
- still much work to do