NipNip

March 2017 (Week 4)

+ Tomatoes finished
+ Some new UI sprites
- Contemplating cutting the game short so I can just finish it and move on after release

March 2017 (Week 3)

+ Designed Lava environment
+ Fixed lotsa bugs
+ Rewrote saving/loading system
+ This meant that I had to redo level management
- Spent the entire weekend doing it and didn't finish until Sunday at 8 PM

March 2017 (Week 2)

+ Feedback from demo was mostly positive!
+ Fixed all of the bugs reported during demo playtesting
+ Implemented an Audio Manager
+ Lots more polish

March 2017 (Week 1)

+ Now 100% pixel perfect
+ Parallaxing bg's work
+ Resolution errors fixed
+ Misc bug fixes
+ Tutorial level/level 1 finished
- Zelda happened
- Then Zelda happened
- And some more Zelda happened

February 2017 (Week 4)

+ Made more progress on first level
+ Added in a few more obstacles/blocks
+ Got background parallax working
+ Improved player movement
+ Added in a new enemy

February 2017 (Week 2)

+ Made significant progress on handling levels
+ Learned Coroutines which helped a ton
+ The usual code cleaning and spaghetti removal
+ Had some help setting up version control so NipNip is now on bitbucket which is cool

February 2017 (Week 1)

+ Enemies fully working
+ Rewrote the seeds script so they operate a bit smoother now
- At work rn so I stole the screenshot from a GIF I posted on Twitter so the quality is ass

January 2017 (Week 4)

+ FINALLY finished the background for the first set of levels
+ Started working on enemies
+ Some more cleaning up. (got some SERIOUS spaghetti code going on in this thing)
- Still can't figure out how to get repeating backgrounds

January 2017 (Week 3)

+ Improved camera system
+ Started overworld mapping
- Busy week so I was only able to plan things on paper and didn't do much coding unfortunately

January 2017 (Week 2)

+ Added in lots of animations and cleaned up the player's Animator
+ Added in gliding
+ Figured out prefab importing with Tiled2Unity which will make level design a lot easier
+ Cleaned up a lot of code in preparation for future mechanics
+ Cleaned up HUD