Mech Chip

January 2019 (Week 5)

+ Fixed bugs with xinput controllers
+ Added sounds to the upgraded worm mech
+ Steam achievements
+ Steam page
+ Fixed other controller stuff
+ Added 60+ sound effects
+ Thanks for the feedback

+ submitted what I believe to be the final build.
+ It's been a great ~1.5 years of fun. It will be out this Friday on steam.
+ Now what

October 2018 (Week 4)

+ Final boss is finished
+ Added a trophy room + enemy card collectibles
- Need to place these enemy cards all over the map
- Need to create 3 more upgrades
- Need to make music and sound effects
- Need to polish the game in general and refactor lots of stuff

October 2018 (Week 2)

+ 4th boss is complete
+ final area is coming along slowly but surely
- I don't want to spoil anything, visible progress will probably come in the form of tidying up the game + adding music after the last section is finished. My mind may change.

May 2018 (Week 4)

+ Added the saw mech
+ Added a buyable upgrade for each mech
+ Added/modified a pause menu (not sure if I put this on last recap)
- slow progress

May 2018 (Week 2)

+ main menu
+ in-game pause menu
+ saving and loading to ini files rather than the terrible gamemaker game_save() that broke my demo for some
- menus take longer than I ever want them to

March 2018 (Week 5)

+ Status effects can be applied to all enemies
+ working on the shotgun mech, scrapped the shield mech
+ working on mock-up tilesets
- back to class

March 2018 (Week 4)

+ Finished boss 2 completely
+ Added some combat mechanics that influence switching mechs
- Artlet can't make his game look ok

March 2018 (Week 2)

+ New area leading up to the second boss is complete
+ 3 new enemies or hazards
- I have to make another boss now

February 2018 (Week 3)

+ Organized ideas for all mechs
+ created flame mech/most of its code
+ finished worm mech
+ 3 new rooms for the exposition
+ drew up/thought up ideas for the second boss
+ created 2 new enemies: a fatty and a roly poly
- lots of course work is building up from procrastination

February 2018 (Week 2)

+ New area is near completion
+ New enemy: candlebats
+ Organizing my final ideas/goals for this game
- Trying to learn GLSL ES, and most likely won't use much of my practice for this project
- Game still isn't pleasant to look at

February 2018 (Week 1)

+ A new enemy and new hazard
+ Area signs in the top left corner of the screen when you enter a new zone
- uni work

January 2018 (Week 4)

+ Menu looks better and accommodates 8 mechs
+ New explosion animation
- got mhw and got sick

January 2018 (Week 3)

+ Spawning system for enemies: enemies are unloaded when you aren't in the same room, then are created when you reenter the room.
+ Real saving and loading.
- I don't think I'll ever be content with a menu for switching mechs. Worked all day yesterday on a type of menu that I didn't end up liking.

November 2017 (Week 4)

+ Added checkpoints
+ Added better textboxes with a more readable font
+ fixed known camera bugs in final room
- Added but then removed a simple map, hoping to recreate it in a much better, more flexible manner later
- All the progress from dd17 and now has been in preparation for future editions. Hopefully soon I'll get to the fun stuff. (just kidding it's all fun)

November 2017 (Week 3)

+/- Tab now cycles between obtained mechs, as opposed to bringing up a menu
+/- Can only switch on the ground now
+ no more weird character resolution glitch when swapping from bomber
+ no more stuck/zip glitches when swapping (I hope)
- I'm slow as fuck and unsure if I'll add much content before mecha jam, due to more bugs that need fixing; They are top priority above content.

October 2017 (Week 3)

+ 4 more rooms
+ 1 more mech
+ a turret enemy
+ different behaving worms
+ more sound effects
+ switching between chip and mech (not sure if I said that in the last recap... it was a while ago)
+ fixing a ton of bugs that popped up when I added switching
- my work is cut out for me
- more and more bugs popping up
- need a mech menu
- I feel like the game is straying away from what I originally wanted
- progress is extremely slow because each thing I want to add is an entirely new concept for me to learn
+ but I'm learning nonetheless
+ agdg motivates me to apply myself

September 2017 (Week 2)

+ Started making the game (first progress post)
+ Posted 1 minute demo to demo day for the first time
+ I got so much feedback and I'm very thankful for my fellow aggies
+ afterwards, added animations to clearly show that holding down does something in the mech
+ added sounds for the same reason (this was the primary feedback given from the dd16 entry)
+ revamped room system (no more jank teleporting, it's all c o n n e c t e d and the camera moves as opposed to changing rooms)
+ learning a lot about game maker
- trying really hard not to cut corners
- things feel like they take longer than they should, but I believe it's just due to me being new to this