Good Night, Knight

May 2018, Week 5

+ Adding elevator functionality/menus etc
+ Fixed many minor bugs discovered from the pre-alpha playtesting
+ New dog sprite
+ New item (easter-egg)
+ Rebalanced a few areas

May 2018, Week 4

+ Alpha ready for release!
+ Doubled number of rooms
+ Added new item for alpha
+ Finished intro for alpha
+ Halfway through completing the HUB area graphics
+ New sprite for dog
+ Fixed a last-minute ouline shader bug that popped up

November 2017, Week 3

+ Panic status effect
+ Fireplace and fire sprites
+ Random fire particles effect for lit fireplaces
+ AI avoids fire, may need improvement
+ Visible outline effect for extra feedback about loss of balance when hit
+ Started on fire interactions

November 2017, Week 2

+ Work on new enemy pretty much finished, for now
+ Many more improvements to pushback
+ More work on how balance works, think it's finished
- Removed autopeeking when near corners, manual peeking anywhere works better

November 2017, Week 1

+ Continued work on new enemy
+ Tiny tweaks to spiders' behaviour and little bug fixes
+ Improved attacks visibility and how they are telegraphed
+ Slight refactor of the equipment data structure, less data to be saved/handled and more reliable

October 2017, Week 4

+ Finished small spiders enemy
+ Started on new enemy
+ Added random spider spawns to spider webs traps
+ Autopeeking system when hugging corners while sneaking
+ A bit of work on NPC interaction, actions, events etc
+ Banners and a few related things to make twitter etc more pretty

October 2017, Week 3

+ Finished skeletons AI and attacks
+ Added spider webs traps
+ Started on small spiders enemy
+ Misc fixes and cleanups

October 2017, Week 1

+ Ability for pots to hold liquids
+ Ability to flip pots 90 degrees
+ Ability to fill up pots at pools directly
+ Ability to dump pots contents out
+ Some more cleaning up on the grabbing/throwing code

September 2017, Week 4

+ New pots, and broken pots particles
+ Yet more on characters and objects grabbing/throwing, to be continued
+ Ability to fill containers with liquids
+ New particles system, hopefully final
+ Fixed a small FoV bug, the last one as far as I know
+ New buttons for caves area
+ Some new buttom functionality

September 2017, Week 3

+ Objects physics/collisions
+ Damage from thrown objects/enemies
+ More on objects grabbing/throwing
+ New concept enemy, to be continued

September 2017, Week 2

+ Enemy grabbing
+ Enemy interrogation
+ Flipping grabbed objects around
+ Raising/lowering grabbed objects
+ Grabbed objects basic interaction with environment, to be continued
+ Better debugging tools
- Multiple days creating 3D holes
- Scrapped 3D holes

September 2017, Week 1

+ AI improvements
+ Balances/fixes
+ Two new items
+ Character interaction system
+ A rudimentary tutorial
+ Shopping system

August 2017, Week 1

+ Added two more resources
+ Resources counters and animations
+ Ingredients spending system done
+ Potions refilling animation on resting
+ Working on a few sprites

July 2017, Week 4

+ Resources base system done
+ Added pickups
+ Added extra UI animations for sleeping feedback

July 2017, Week 3

+ HUD rework done
+ Added furniture for potion brewing
+ Added furniture for cooking
+ Started on resources

July 2017, Week 2

+ Continuing on the HUD rework
+ Potions received their own individual bars
+ Many new stats for potions
- Done away with the global potion bar on the main HUD

July 2017, Week 1

+ Real-time text-based eavesdropping
+ New potion
+ Reworking potions (Individual potion bars instead of a generalized one)
+ Started on a small, but time-consuming, HUD rework

June 2017, Week 5

+ Noise system for detecting noisy unseen enemies
+ New enemy
+ Added three new items
+ Many field of view optimizations and bugfixes

March 2017, Week 2

+ Equipment experience system
+ Sleep menu experience animations
+ Overburdened-related checks and system
+ Objects interaction
+ Outline color changing shader for interactive objects
+ Equipment storage box

December 2016, Week 2

+ Did some concept on xp system, this is a big mechanic so I'm trying to measure twice and cut once

December 2016, Week 1

+ Equipment submenu
+ Scrolling system for equipment submenu
+ Equipment weight system partially hooked up
+ Experience system almost complete
+ Started updating the tumblr with daily webms

November 2016, Week 4

+ New enemy
+ Started on experience system
+ Fixed FoV not darkening concave walls correctly