Sweet Fukushu

December 2018, Week 1

+ Been making my character controller for a long while now. It's finally migrated from the dev/debug project into the actual game, felt like a recap makes sense.
+ Can now create characters from .json files, super flexible for churning out lots of enemies or alternative PCs even.
+ Procedural animation made with IK for the limbs
+ Has Ragdoll support that can get cut into pieces (With each piece getting it's own rigidbody)
+ Cloth physics is also part of the new character system
+ Added a dropkick to the player controls
+ The gameplay feel much better compared to the old system. Really great feedback testing the mechanics.
+ Also remade my lights

May 2018, Week 4

+ Weapon trail has been updated. Now instead of doing a line of box collisions I'm instead checking line intersection, which is a much cleaner way of doing it.
+ Started working on implementing godrays, I'm sure it will look corny as all hell but I'm willing to give it a go before I write it off completely.
- I might have won a grant, but getting to that sweet dev cash means that I have to start up a company. To do that I'm required to fork in 6K to turn into company capital. That's quite some money for me and I'm still not 100% sure what all the pros and cons of even owning a company is. Free office space and startup help sound pretty good though.
- Not a very progress heavy week.

May 2018, Week 3

+ Won a concept/demo challenge, received 6K in price money and I got offered office space. Things are looking pretty good at the moment.
+ Busy week, attended a social event last weekend. Showcased my game and got some player feedback. Met a lot of devs.
+ Friend of mine displayed the game at Anime central on a arcade machine he built. Receiving fanart is pretty rad, fan-arcade machine is probably the nicest thing anyone has ever done for me.
+ Worked all week to get a special arcade version done.
+ Got some new traffic because of these event
- I've realized a couple of weaknesses with my game that I have to address. The blade not feeling that accurate, better tutorial, more fights etc. The weeks to come will probably be a lot of refactoring.
- Took me too long to get the arcade version up and running, there was hardly any time to really test it to make sure it felt good to play

May 2018, Week 2

+ Mostly bug hunting this weekend, with the new resolution change there was ton of bugs that appeared.
+ Working on remaking the sword cut. Managed to get it to be drawn out with a triangle strip, next will be to calculate cuts.
+ For some stupid reason I had chosen a very high shader model for the shaders, this made it unplayable on older GPUs. That is now fixed.
+ Prepping to show the game at a local expo this Friday! Also competing for some dev cash while there.
+ A friend of mine over in US is working on some smaller scale arcade machines, currently making a special build that will work on one of those machines. Cool stuff

May 2018, Week 1

+ Resized the screen so that more of the map is shown.
+ Demo done for DD 20
+ Got some character art drawn
- Very slow week, but that felt pretty good since I've hardly taken a day of since mid March.

April 2018, Week 4

+ Done with the ninja fight, really tough guy but that's more fun I think
+ Created a forest section and some music
+ Looking into resizing the game screen
+ Started reworking the swords trail, currently doing lerping and laying out individual rectangles, going to look into drawing it with a trianglestrip instead.
+ Finished up a new demo, submitted it a to a type of competition, might win some cash for dev
+ Applied to show the game at a local expo in two weeks
- Anxious about that

April 2018, Week 3

+ Almost done with the ninja encounter, that includes new ninja animation, behavior and deadly shurikens
+ Reworked the death screen
+ Added a bunch of sound effects to the player
+ Gearing up to submit a demo to a local competition this weekend, can win some cash for dev
+ I'm feeling very positive about getting a new demo ready for this weekend.
+ I'm having fun with my game, haven't felt that in a long time

April 2018, Week 2

+ Decided to make the ninja guy/event into a battle
+ Made a lot of progress on the new generic enemy, decided on making the arm connection to the sword be handled by verlet integration. It looks pretty good relaxed but I really can't figure out how to make it target stuff.
+ Added glowing backgrounds. Gonna tweak it a bit to make it blend better with the original environment.
- Putting the new generic enemy on hold. I have to have a new demo ready in 12 days and it was a bigger undertaking than I expected.
- Have to have a new demo ready in 12 days

April 2018, Week 1

+ The walking IK animation for the enemy is look quite all right
+ Made a ton of progress on the arm and attack animation. He (almost) knows how to hold a sword now.
+ Working on new FSM for the enemy
- Can't quite figure out what to do with the arms
- Decided to scrap the old IK arms, way hard to constrain the arms properly. Instead trying out a implementation using verlet integration

March 2018, Week 5

+ Got >999 in score!
+ Made a implementation of Verlet Integration, turned out it was really easy setting up. Made a very nice bridge and some cloth.
+ More IK progress, soon I'll make it work with different weapon animations. Managed to get it from the test environment into the actual game.
+ Fixed a broken minigame
+ Scrapped the old enemy class, reworking it with new animation system.
+ Got my game streamed
- Bugs during stream!
- Scrapped the old enemy class

March 2018, Week 4

+ Messing with my walking fish, bipedal is tough stuff
+ Read up a bunch about verlet integration, so getting ready to do some test with it.

March 2018, Week 3

+ Had some minor bugs in the load/save system that I fixed
+ More IK implimentation, but it is a very slow progress desu.
+ Demo got streamed
- Bugs during stream

March 2018, Week 2

+ Started working on a IK/body system to make more fluid /flexible body motion. Earlier I only moved the arm with IK, but that looks a bit stiff. Still a lot of work left on that one.
+ Made a shader for objects so that they "bend" together with the sword slice

March 2018, Week 1

+ Made a festival/night version of a bunch of the maps
+ Cutscene for leaving the village
+ Submitted my game for DD19

February 2018, Week 4

+ The player can now input a custom title for the MC
+ Made a roadmap for the coming 2 months. Trying to structure my work.
+ Worked on night/festival versions of the maps.
+ Made a silly event with this ninja guy

February 2018, Week 3

+ I made this dude and started working on a new event for meeting him.
+ Fixed a broken water shader
+ Teemed up with a buddy of mine to help me out with some environmental art. Work is really eating all my time so this will be a nice load off.
+ It is now possible to load from the menu
- I'm stressed out

February 2018, Week 2

+ Lights are in once again, they look beautiful
+ Finished the save system. Creating folder, saving data in and out.
+ Played around with a letterbox. It makes the game look really rad, but it's kinda stupid since it removed a large portion of the screen, might use it for cutscenes though
- Haven't decided on what the sprite for the save point should be

February 2018, Week 1

+ Been working on the lights in the game, before they rendered in the wrong order. Now they render correct, but look a bit messy.
- Need to come up with a studio/production name. Is just going by LK sufficient?
- Slowest week I've had in a long time, I'm disappointed.

January 2018, Week 4

++ Put a bumper on the TV on the pause menu.
+ Made so that the inventory shows a notification when the player uses an item and when he lose money. It also plays a sound.
+ Finished a plank cutting minigame.
+ Started making sprites for a cutscene.
+ Started working on a save system
+ Good progress, even though I would consider it a slow week!

January 2018, Week 3

+ Made a stupid little event for some carpenters, people seemed to like it
+ Messed around with my events (again), now they can be triggered by a dialogue prompt
+ Started working on the base of a minigame (and the logic and structure of all minigames)
- Worked all weekend on the game, didn't get much done. Hopefully this isn't because I was burned out from the work week, that would be really bad.
- Can't upload pictures right now, just take the last one recapbro

January 2018, Week 2

+ Made some sprites of some carpenters (foreman and vice foreman)
+ Landed a programming job
- Stopped being NEET, progress was slow before, I didn't think it could get any slower (It could)
- Haven't done much progress since I blew my load on the recap that was for yesterday.

January 2018, Week 1

+ Got my new demo ready for DD18
+ Finished up a quest involving getting a cat for a old lady
+ New event and quest is begging to take form
+ Started up a trello, before I've only used sticky notes on the walls of my room.

December 2017, Week 3

+ Remade old art to fit with the new MC design
+ Added a stamina meter that gets depleted when the player uses dash or other abilities
+ Randomized rooms for the arcade mode

December 2017, Week 2

+ Made a double Jump
+ Started working on a arcade mode, a battle arena where the player traverse different floors of a tower. Battling new/different enemies on each floor
+ Added new event handling so they can be activated by interacting with NPCs