Mech game that should be dead

September 2017 (Week 1)

+ Made a demo against all odds
+ Couple assets
+ Bugfixing
+ Feedback gives a good idea about what's wrong/right
- Took way too much time making the demo, don't have much progress overall.

August 2017 (Week 5)

+ rewrote the AI to fit with behavior trees
+ turrets
+ AI can assume different (basic) movement behaviors when in range of the player
+ refactoring
- target leading is wrong, gotta re-do it pretty much entirely
- haven't gotten around making levels

August 2017 (Week 4)

+ New placeholder mecha, with an IK rig, which I'll be using for Demo Day to prevent myself from moping around from my lack of good looking mechas.
+ Animations for said placeholder
+ Animation state machine
+ More VFX : Visual cues for when the mecha can fly again after being knocked, bullets, shield, also accidentally made vapor
+ Changed Dash/Melee attacks to properly move with the physics instead of interpolating positions
+ Blocking is in, no animation for it yet
- No real gameplay changes
- One of the functions critical to the shield effect doesn't work if I put a branch before it

August 2017 (Week 3)

+ Fixed the curved raycasts to be relative instead of absolute
+ Started working on melee systems
+ Knockback effect
+ Characters bounce when propelled toward walls
+ AI can use melee as well
+ AI can dodge the player's melee attacks
+ AI can also punish the player and attack him if he missed his attack in the first place
+ Hitstop effect on the melee attack
+ Worked a little bit on the sound side of things, starting to get the hang of it for some type of sounds
- Didn't found a way to render the curved lasers yet
- Probably need to change the way dash works
- Gee, I wonder what happened to designing and modelling mechas

August 2017 (Week 2)

+ Updated pathfinding to work with an uneven navmesh instead of a simple grid
+ refactored shooting and scanning
+ started to work on non-linear raycasting for lasers
- overall not much work done
- guess who still hasn't made a single design AGAIN

August 2017 (Week 1)

+ Complete 3D pathfinding that seemingly works without an issue
+ Basic AI, which moves around, shoots at the player and stays dynamic when in range of the player
+ AI aims ahead of the player
- AI is way too harsh, aims perfectly
- Still no idea what the scenario and art direction will be, really stuck on that part

July 2017 (Week 4)

+ Enemy shoots and aims ahead of the player
+ Cleaned up some stuff
- Prediction isn't super accurate
- Most likely will have to make my own pathfinding if I want levels to be anything other than big empty spaces
- Least amount of weekly progress ever

July 2017 (Week 3)

+ Object pooling is in for bullets, giving a good boost to the performance
+ Have an idea for how to do a melee system, prototyped it
+ Some camera shake
- Wasted a lot of time trying to design some mechs, failed
- Have an idea for a mechanic about "shifting" the mech's power, no idea how to implement its controls in a way that doesn't suck.

July 2017 (Week 2)

+ Basic AI movement (pathfinding and dodging)
+ Custom projectiles
+ Camera lock on, aiming while locked
- Too much placeholder visuals
- Need to find an art direction