Dolmexica Infinite

September 2018, Week 4

+ Released Project O, with lots of SANCHI PINCHI
+ Project O's free play mode will carry over to main Dolmexica
+ Same goes for all bugfixes, I'm a git rebase MASTER
+ Lots of insights into sound dev
- Not enough insights to have sound effects not crash the bgm sound stream
- No Dolmexi-progress next month, we Rattletale again now

September 2018, Week 3

+ Spinners replacement
+ AI sticks to beats
+ Sound on Dreamcast
+ Stages
+ New dev environment in a VM

September 2018, Week 2

+ Wrote Project O story
- Might want to trim it a bit after demo day feedback
+ Implemented Osu file parsing/display/control
+ Replaced Mary with Yuri
+ Began the big Dreamcast sound adventure

September 2018, Week 1

+ Finished up and released "Everyday Life of a Samurai" which you should totally play if you haven't already
+ Also vanilla demo 4, no need to play that
- found some pretty nasty bugs before release, naturally
+ Selected/tested characters for "King of Cuddlers" and sketched out game
+ Menu music
+ Skipüing to the beginning of the fight
+ added intro/logo storyboards
+ Fixed helper crash

August 2018, Week 5

+ New error screen (and new logging)
+ Loading screen is back
+ Fixed menu bug of which I'm still not sure where it's from (LD?)
+ Fixed the tiling I broke for demo 3
+ Selected/tested new demo's characters/stages
+ Wrote the new demo's story
+ Implemented 4/8 storyboards
- Still some pretty hardcore bugs in the DC version

August 2018, Week 4

+ Gamescom healing
+ Had some of these super secret meetings™ you always read about
- Don't think they'll go anywhere though
+ Fixed some of the gameplay bugs this morning (the bunnyhop meta)

August 2018, Week 3

+ Exhibit mode
+ Propererer logging
+ Gamescom
- Touhou demo was about as well-received as a cat in a dog clinic (those loading times, wew)
- "Clean" demo did not cause any deeper emotions
+ Tomorrow will have more people, I'll put it up again to see what happens

August 2018, Week 2

+ Demo mode
+ Watch mode
- Participated in Ludum Dare
- Not finishing my Gamescom DF17 trailer, master's thesis presentation ate too much time
- Something's gotta give, and I'd rather have it be a trailer than a demo/game

August 2018, Week 1

+ Arcade mode congrats/game over/credits screens
+ Survival Mode
- Still no demo/exhibition mode
- I really wanted that exhibition mode
- I don't have a Gamescom demo, but maybe something will work out...?

July 2018, Week 4

+ Background controllers
- Uni is done so we're back to normalcy/neetmalcy

July 2018, Week 2

+ Fixed the most egregious bugs from demo 3
+ Started work on the options screen
+ Fixing state machine bugs, the usual
- Ridley flew away during the stream

July 2018, Week 1

+ Released Dan-mexica Infinite, the greatest Dan interpreter known to Dankind
+ put a nice little hotfix over the AI
+ Fixed a couple bugs for the demo, the usual
+ Fixed Emscripten
- Rest of July will have poor progress

June 2018, Week 4

+ New menus
+ New characters
+ Began making the stories
- Current target is 4 stories , which means 4 are already dead
- This is gonna be another close one, wew

June 2018, Week 3

+ Bug fixes related to SNK characters
- Demo probably no longer about them anyway
+ Refactoring trigger evaluation code to make things faster
+ Caching static parts of results for faster evaluation
- Still not enough

June 2018, Week 2

+ Wrote Rock's story for next demo
- Not happy with it yet, gonna take a few more iterations
+ BGM stuff
+ The eternal bugfixing that never ever stops

June 2018, Week 1

+ Fixed up arcade mode/character select
+ Added random character select
+ Reworked debug mode (still in-progress)
+ Character fixes and other stuff for demos

May 2018, Week 5

+ Finished memory stuff (as good as it gets for now)
+ Started work on the next demo, testing characters
+ Currently going through all the TODOs and implementing them
- It's too hot to sleep

May 2018, Week 3

+ Switched to manual memory management
+ Minor bugfixes in the state machine

May 2018, Week 2

+ Added win icons, so people finally know how/how much they won
- Real-life work is at critical levels

May 2018, Week 1

+ Finished up story mode
+ Released Touhou demo and the regular demo
- Not everyone realized the Touhou demo was Dolmexica
+ Implemented a memory pool as an alternative to my memory hash thing
+ Dolmexica is actually starting to get used by people
- "Hey, why is this crashing?"
- Swamped with university work, so I have the response time of a North Korean Minecraft server

April 2018, Week 4

+ Fixed up characters for friday's demo
- Had to take out fortune teller and Cirno
+ Fixed a bug that cost an enormous amount of memory
- Still another bug that costs an enormous amount of memory, can't get it fixed 'till friday
+ Currently writing/implementing the story

April 2018, Week 3

+ Added a Dolmexica storyboard format
+ Made a Ludum Dare game
- A bit behind schedule, as usual

April 2018, Week 2

+ Added a loading screen
+ Fixed another dozen bugs
+ Removed all hard system aborts
+ Started inserting new characters/stages for demo
- Still problems with the loading screen