Deadrinds

April 2018 (Week 2)

+ Added a input number feature for puzzles and stuff like that
+ Refactoring takes ages, but it's great to finally have cleaner code

April 2018 (Week 1)

+ "Battle Test" debugger feature implemented
+ Can now test battles at any time, with any enemy/hero team combination
+ Working on a more detailed reporting for battle testing, so making it easier to balance the combat down the road
+ Started coding a logging manager and error handler system (damn parsing bugs)

March 2018 (Week 5)

+ Condition checking works without problems now
+ Finishing the last coding features for the game
+ Started refactoring and optimizing for toasters
+ Decided to change some themes in the game

March 2018 (Week 4)

+ Debugging shop and artefact system from last week
+ Can now use multiple condition checks at once instead of nested checks
+ Can now check different condition types (switch, variable, inventory, timer etc.) at the same time
+ Started writing the second half of the story

March 2018 (Week 3)

+ Shop system is done
+ Finishing the artefact (equipment) system
+ Implementing the artefact bonuses for combat
+ Half of the story arcs done

March 2018 (Week 2)

+ Branching system done
+ Improved quest system that allows a single main and multiple side quests
+ Half way done with a shop system
+ Working on "ask multiple questions" dialogue

March 2018 (Week 1)

+ World debugger done
+ Finishing battle debugger
+ Working on battle stats calculator for balancing

February 2018 (Week 4)

+ Added 2 unique combat mechanics for healing and DoT, still buggy but getting there
+ In-game console/debugger is (ironically) in debugging phase
+ Art overhaul fully planned, now it's time to grind
+ Hello hard shading
+ Goodbye soft shading

February 2018 (Week 3)

+ Ported dialogue system from Unity UI to Unity sprites
+ Added colored keywords to dialogue text
+ Working on in-game console for debugging stuff
+ Art overhaul in the works

February 2018 (Week 2)

+ Fixed some reported issues in the demo
+ Started work on a custom editor for all the game data
+ Finished most of the story, maps, NPCs for World 1 (out of four worlds)
+ Testing new combat features

February 2018 (Week 1)

+ Fixed a bunch of bugs in the released demo
+ Save system improvements
+ Planning the rest of the game
+ Good suggestions and feedback from demo

January 2018 (Week 4)

+ Released a demo
+ Added a trailer and some songs to youtube
+ Added Official Website
+ Added Itch.io Page
+ Started a small IndieGoGo campaign

January 2018 (Week 3)

+ Added a new cutscene
+ Added some world music
+ Balancing hero and enemy spells
+ Balancing item drop rates

January 2018 (Week 2)

+ Working on some ambient horror music
+ Added debuff spells to Flesh Wraith and Corrupted Warden
+ Redesigning some dialogue sprites
+ You can bully pixies now

December 2017 (Week 4)

+ Added a Main Menu
+ Game can now be navigated with only the keyboard or gamepad
+ Added a new cutscene
+ More combat balancing
+ Added a tutorial level
+ Redesigned the tutorial demon
+ Adding lore pages where players can learn more about combat

December 2017 (Week 3)

+ Adding more story cutscenes
+ Adding more short tunes for cutscenes
+ New map
+ Expanding on the story/world lore

December 2017 (Week 2)

+ Added custom effects for all spells and items
+ Cleaned up idle animations a bit
+ New map
+ Working on world NPC sprites

December 2017 (Week 1)

+ Unified 4 separate inventory systems into one modular manager
+ 20 or so item icons
+ New map
+ More dialogue sprites for the MCs
+ Divided inventory stuff into 4 categories: Artefacts, Weapons, Items and Quest
+ Writing NPC conversations and quests

November 2017 (Week 5)

+ Campfire/Rest system where you regain party HP/MP
+ New NPC
+ Balancing units/items/spells, spreadsheets everywhere (feels like I'm playing EVE Online again)
+ New map
+ Adding more variety with item drops
+ Fixing battle animations length so combat feels fast and snappy

November 2017 (Week 4)

+ Writing the rough story elements and fleshing out Act 1
+ New NPC sprite
+ Drawing more dialogue sprites for the MCs
+ New map

November 2017 (Week 3)

+ Refined save game system so player can save anywhere they want
+ Implementing a failsafe so the player doesn't save right before bumping into an random encounter
+ New enemy
+ New maps
+ Polishing maps and map sprites
+ Art is suffering, but highly rewarding

November 2017 (Week 2)

+ Added 4 new maps
+ Added new enemy
+ Debugging input manager and save/load manager
- Taking a few days off after a long time, a bit burned out

November 2017 (Week 1)

+ Coding custom input manager
+ Common gamepads work so far
+ Working on making rebinds and custom settings for the game
+ Continuing the artwork grind
+ Added 2 new enemies
+ Added 1 new song