Adveschestri

May 2017 (Week 4)

+ Got Spine.
+ Made some placeholder animations.
- Modular skin pieces aren't supported in Game maker how I expected.
- Going to have to do a lot of work arounds to make it work.
- Going to have to gut a lot of existing code for Skeletal animation anyway.
- Fuck.

May 2017 (Week 3)

+ Put in a developer console
+ Messed around with larger resolutions to improve readability
- Immediately undid it because it broke almost every UI element
+ More refactoring
- I don't know what I'm doing

May 2017 (Week 2)

+ Messed around with overworld map generators
+ Testing out various "Seek and destroy" game types
+ Tiny bit of code refactoring

May 2017 (Week 1)

+ super cool placeholder music that doesn't fit
+ Complete game loop and navigation through demo
+ replaced most of the programmer art with nicer placeholder art.
+ finalized adventure decks
- Demo day feedback has proved this deck to be super unbalanced.
+ made a repo like a big boy dev
+ fixed bugs that demoday bros kept finding

April 2017 (Week 4)

+ Tooltips for skills
+ Better tooltips for enemies
+ Descriptor for multiple enemies
+ Character customizer
+ Cool new player character art
- The new art downsizes terribly
+ Started some adventure card art
+ Started pathfinding system UI

April 2017 (Week 3)

+ More robust skill scripting
+ Balance pass on player characters
+ Slightly better placeholder skill icons for some
- Really awful ones for others
+ New character customization options
+ Character customizer

April 2017 (Week 2)

+ dumb attack animations
+ modular PCs
+ saving and loading from any point of gameplay
- memory leak(s) somewhere

April 2017 (Week 1)

+ Basic status condition system
+ Basic trait system
- None of these systems really do anything yet
+ tooltip for enemies
+ upgraded to GM:S 2
- adapting to GM:S 2 workflow

March 2017 (Week 5)

+ Cleaned up exploration interface
+ Doodled some enemy placeholders
- The doodles are shit