Seasons Past

September 2017 (Week 1)

+ submitted a demo
+ added a juicy UI thing
+ feedback is that dialogue and exploration is good
- feedback is that combat is still shit as it has been for like 6 months despite different combat models each time

July 2017 (Week 4)

+ fixed character shadows by turning them off in the character is in shadow
+ added flashier animations to the new sprites
- everyone hates the new sprites

July 2017 (Week 3)

+ new art assets, new attack system
- need to figure out how to cycle through instances, make the dash into an actual dash rather than teleportation, need special effects

July 2017 (Week 2)

+ new assets, new camera, shaders, messing around with making areas
- new house texture is too light, gameplay is still shit, new area is worse than the old one

June 2017 (Week 5)

+ shadow surface, objective markers, textures, ranged enemies, demo day submission
- need to learn art

June 2017 (Week 4)

+ objective markers, sprite darkening when units are in shadows, fade efeect for transparency, juicy healthbars
+ ranged enemies, art, character respawn points, misc bugs
- need to figure out the mission i'm going to make for demoday

June 2017 (Week 2)

+ implemented buildings with shadows
+ figured out how rooms should look
+ basic structure of the game is there
- still need to figure out how i'm going to spawn enemies in terms of game design, not implementation
- need to work on animations

June 2017 (Week 1)

+ banner saga style mission select screen
+ art
- might need to do dialogue options, maybe not

May 2017 (Week 2)

+ switched to a fully isometric artstyle
+ created autoattack and ability to target enemies, hover information for items and chests
+ reworked the UI
+ items can now be sold with right click
- will probably have to turn item sprites into visible objects that move with the view so hover information works on them
- still have no idea if i want a full CRPG dialogue system or not
- still have no idea what the UI overlay should look like