Gunsun Zeros

May 2018, Week 2

+ Reworked the item select to not use widget components on the items
+ You can now cancel the dash with a jump
+ Blue robot turns head to look at you while locked on
- moving house so slow progress

April 2018, Week 2

+ Added a sprint
+ Lock on smoothing doesn't affect the mouse controls now
+ More jump and dash buffering
+ Not very good dash particle
- So much time wasted trying to get ui to work in different ways

December 2017, Week 3

+ Made new level
+ Tweaked enemy AI and spawning behaviour
+ Fixed bugs, made more bugs, then fixed those ones

October 2017, Week 1

+ made a deployable Sentry Gun
+ reworked some of the enemy targeting so they can shoot the sentries
- getting smashed by work

September 2017, Week 4

+ added health bars to the enemies
+ weapons now have their own charge bars so they charge even when swapped out
+ I bit of ui animation
+ fixed the robots' aim going off slightly when they walk
+ fixed the robots not strafing around obstacles properly
- this is for last week as well
- wage slaving really cut into my days

September 2017, Week 1

+ health pack
+ more stuff on test level
+ shocker gun
+ enemy turn speed slows while shooting
+ ai improvements
+ bug fixes surrounding returning nones
+ nerf range on the guns

August 2017, Week 5

+ New test level
+ zero g pads
+ enemy spawner
+ many new guns
+ flying robot enemy
+ better lighting
- lots of progress because I've missed a few recaps

June 2017, Week 5

+ Particle effects for muzzle flash and explosions
+ Weapon and power up pickup models/animation
+ Player character doesn't move faster diagonally anymore
+ Health and charge bar ui
+ Bug fixes
+ Made grenade launcher
+ Modelled new robot but need to implement him
- Lots of progress because I missed the last recap

June 2017, Week 2

+ Made model for robot enemy
+ Some animation for robot
+ Made some enemy ai to jump over and strafe around obstacles so it can shoot you
+ Made enemy faster and enemy projectile larger and faster for slight increase in difficulty
+ Improved hit boxes and hit detection
+ Gave machine gun bullet spread
- Not a lot this week. Modelling, animating and hit detection screwed me up a bit for time.

May 2017, Week 4

+ Lock on switching
+ Right stick to aim offset during lock on
+ Roll dodge
+ Basic weapon pickup
+ Power slide pickup that replaces roll dodge
- Now I have to make art assets so progress will slow down

May 2017, Week 3

+ character movement
+ gun that doesn't hurt things yet
+ basic enemies that chase, track, shoot and kill you
+ lock on
- First week of real non-art progress and I feel great! Hopefully I can keep it up and make it to demo day.