Rune Revolver

May 2017, Week 3

+ Fullscreen now works as intended; it uses a bullshit process but it does what i wanted
+ Boomerang spell works properly, ticking damage to enemies only once each way per enemy instead of a gorillion times
+ Collisions are in! Yhadia is no longer traversing through the empty checkerboard void
+ Made event trigger areas and they work like a charm
- Fullscreen flips the fuck out with 1366x768 resolutions for no apparent reason
- Collisions have some issues handling diagonals with certain inputs, but nothing major

May 2017, Week 2

+ The loop issues caused by the implementation of delta time were fixed
+ The player has a rough walk animation now
+ Sprite readability improved (somewhat)
+ Gun loops fixed (Snap-type weapons have an actual firerate now, and can be held)
- Fullscreen stuff poorly implemented, retains some of the issues of the old script

May 2017, Week 1

+ Delta time added
+ Timescale added
+ Gun placeholders replaced with proper sprites
+ HUD icons to go with the new guns
+ Started a design document, game suddenly has a scope, identity and goals rather than being a pile of notes behind a tech demo
+ Various bugs fixed
+ Some minor logic cleanups
- Some issues prevent delta time from working 100% properly
- Gamepad controls suddenly don't work alongside KB+M controls for some unknown reason

April 2017, Week 4

+ Actually came back
+ Bullet impact effects
+ Bullets also aren't consumed by the void once they disappear anymore
+ HUD Icons
+ A bit of code cleanup
- After like 3 months it's still barren as fuck
- Won't have anything ready for demo day again

February 2017, Week 1

+ Prototyped 3 enemies (Slime, Wisp, and Eyedolon)
+ Did some flavor text writing
+ Worked out some concepts for the second world
+ Started working on new spells
- Haven't ported fireball
- Took a week-long break and didn't progress that much beyond concepts and prototypes
- Enemy prototypes don't have graphics yet
- Prototyped items are fucked for whatever reason
- Level design halted
- No character animations
- No hit feedback

January 2017, Week 4

+ Added depth layering between objects
+ Added simple light sources
+ Finished gamepad support
+ First dungeon concept is mostly tackled
+ Decided what fonts to use for the GUI
+ Made a reload animation for the aim graphic
+ Experimenting with different anchor points for gun graphics
- Still a visually appealing tech demo using a bunch of placeholders
- Still haven't ported spells other than Moon Glaive
- Some graphics are missing
- Enemies straight up don't exist

January 2017, Week 3

+ HUD Mostly done
+ Ammo, stock and reload implemented
+ Improved some visuals
+ Started enemy designs
+ Prototyped a boss and boss visuals
+ Started working on transitions and other effects
+ Started gamepad support
+ Level design on a very early stage, but started nonetheless
- Weapon graphics not started
- Spells not polished
- Menus nonexistant
- Inventory not added
- Fullscreen scaling not added
- Necessary shaders not started
- Items are bugged
- Savefiles aren't working properly

January 2017, Week 2

+ Started from scratch
+ New artstyle
+ Smaller sprites, resulting in more screen space
+ Objects are much cleaner, making things easier to implement and remove without having to go over things
+ Character movement remade
+ Rough 6-directional looks implemented
+ Guns rewritten from the ground up to use a very flexible template
+ One spell remade to accomodate to the gun template
- HUD not ported over, needs revision
- Spells not fully ported over to the new version
- Fireball still uses placeholder sprites
- Ammo and reloading aren't ported yet
- No enemies
- No collisions
- No animations

November 2016, Week 1

+ Spell catalyst added and lookin' fine
+ Shotgun added
+ Two new spells added
+ Basic enemies work properly
+ HUD is almost done
- Still a lot of placeholders
- No animations whatsoever
- No map