March 2017 (Week 2)
+ Feedback text for actions, showing who attacked whom and for how much damage
+ Basic enemy AI that attacks the closest enemy with its first attack
+ Working on walking animations
+ Feedback text for actions, showing who attacked whom and for how much damage
+ Basic enemy AI that attacks the closest enemy with its first attack
+ Working on walking animations
+ Battle UI lets player select party members, use skills, and move on the grid. Move effects call stub functions but don't do anything else and don't target anything yet
+ Battles now separated into player turns and enemy turns. Enemies don't have AI yet though
+ Doors between areas
+ Better cliffs, tiles
+ Might be ready for DD
- Probably won't be ready for DD
+ Tile map with elevation, player's movements constrained by cliffs
+ Free movement outside of combat
+ Laid the groundwork for tile-based tactical combat
+ Player can freely swap between travel and combat modes
+ Collision detection for NPCs and environment
+ Decent character sprites