Ctesiphon

March 2017 (Week 3)

+ Got enemies moving again, I was accidentally clearing their move direction
+ If you shoot an enemy or run away after being spotted, they will frantically search around to find you again
+ Enemies can now spot you from much further away

March 2017 (Week 2)

+ Grenades make a cool little bouncing noise
+ Rocket pickups (individual rockets and 5-packs)
+ Rocket Launcher discarding mag
+ Fixed a bug where your death scream would repeat when hit again while dead (thanks dissonancedev!)
+ "Press Space" prompts no longer accept just any input
+ Keycards can now be picked up and are displayed on the HUD
+ Windows build of demo now bundled with OpenJDK JRE

March 2017 (Week 1)

+ Rockets are fully working
+ Cleaned up blast damage calculations and decoupled blast push force from damage dealt
+ Placed rocket launcher in the level for demo day
+ Rocket Launcher has an alt-fire that shoots grenades
+ Rockets and grenades have smoke trails
+ Got a windows exe build together with Launch4j. Finally!

February 2017 (Week 4)

+ Cleaned up projectiles code a bit, about half as many lines now
+ Working on actual rocket projectile, should finish today
+ Quit my second job to get more dev time

February 2017 (Week 3)

+ Shotgun now has an explosive alternate fire
+ Made a Rocket Launcher model (currently just shoots the shotgun alt-fire)

February 2017 (Week 1)

+ Added configurable mouse sensitivity to Controls settings page, with option to have separate sensitivities (off by default)
+ Fall damage now ignores your armor, same code can be used to make armor-piercing weapons
- Slow week with my main computer down. Should have it running again tomorrow.

January 2017 (Week 4)

+ Modeled, textured, rigged, and posed a pair of hands for the MC to use to actually hold the gun models.
+ Melee Attacks. You are now equipped with a Robocop-style data spike to use as a stiletto
+ Melee attacks will knock enemies back slightly
+ Enemies can now be briefly staggered by doing enough damage to them.
- My desktop won't boot, will probably be a week or two before I can bring it back online

January 2017 (Week 3)

+ Completely rewrote collision code, still a little jittery, but handles walls far better
+ Enemies now collide with each other, and with you
+ Started making the MC's hands to actually hold the guns (apologies to anyone who liked the 'no-hands' look, it was never the intention)
- Went to Global Game Jam, it was okay, but it impacted progress on this project

January 2017 (Week 2)

+ After Demo Day 12 I sectioned out 21 things I wanted ready by DD13, in one week I've already crossed off 13
+ New Item: Armor Pad (+5 armor)
+ Lighting system now works on skinned meshes
+ Changed to emissive hit flash when you damage enemies
+ Finally added hotkey-switching for weapons
+ There's now a little "whoosh" sound when weapons switch
+ Guns have an infinite supply of empty mags to discard when reloading
+ Guns also eject brass for every shot fired, which then litters the level
+ Falling debris like casings and gibs have global sound cooldown (0.1secs) to
+ By overwhelming popular demand, there are now shatterable glass panes
- I need to rebuild the map in order for the shatterable panes to actually be of use

January 2017 (Week 1)

+ Basic object lighting system, based on four nearest lights
+ Emissive textures
+ Wrote a neat script for Blender to generate UVs the way Radiant does
- I'm sick of the current map, going to cannibalize it and the previous one into something bigger.

December 2016 (Week 5)

+ New export script allows me to place enemies and pickups directly in Blender
+ Looking into ditching GtkRadiant, too much hassle to make changes, better just to work in prefabs

November 2016 (Week 3)

+ Made a new late-evening skybox
+ You can now fall further without taking damage
+ Working on adding actual lighting to the renderer

November 2016 (Week 2)

+ Fixed a bug whereby you could click straight through menu and activate a button without actually knowing what it is
+ Finally got some free time coming up to dev with

November 2016 (Week 1)

+ Added unique reloading and ammo pickup sounds for the shotgun
- Currently moving house, so while I'll have demo, it will be another minimal change

October 2016 (Week 4)

+ Redid entire asset-loading system to use LibGDX's AssetManager
+ Map loading is now multithreaded
+ There's now a loading screen with a "Press Space to start" prompt

October 2016 (Week 3)

+ Made shotgun's muzzle flash bigger
+ Created a new Shotgun ammo pickup
+ Made auto-run enabled by default
+ Toned down head-bob roll
+ Began a huge refactor of asset-loading code to multi-thread it for a loading screen