Dolmexica Infinite

April 2018 (Week 1)

+ Switched to zstd for runtime compression
+ Added versus and training mode
+ Fixed random state machine bugs, the usual
- University stuff is taking its toll again

March 2018 (Week 5)

+ Went through gameplay stuff side-by-side to make it more like the real deal
+ Finally fixed the bounce bug that was around since Dream Fight
- Fixing the gameplay is an ongoing effort, will probably still take one or two weeks

March 2018 (Week 4)

+ Air jumps and other gameplay fixes
+ Shadows, reflections
- Small world jam game is gonna be a close call

March 2018 (Week 3)

+ Added all the state controllers that were still missing
+ This week was finally lit

March 2018 (Week 2)

+ implemented all missing triggers
+ started work on implementing all missing state controllers
- this is gonna take forever

March 2018 (Week 1)

+ Release new demo
+ Various smaller bugfixes (stage + gameplay)
- Week was litter than previous week, but still not as lit as desired

February 2018 (Week 4)

+ Fixed stage camera
- Parallax bgs won't make it into Demo Day, fucking non-rectangles
- Thesis killed progress again, this week will be lit though

February 2018 (Week 3)

+ Implemented all the new stuff on Dreamcast
+ Fixed some runtime/RAM stuff
- bit depth problems make DC version look like garbage
- still no time for nothing

February 2018 (Week 2)

+ Implemented incremental sprite file loading
+ Implemented drawing of paletted textures
- Writing a thesis kills progress nearly as much as it kills the will to live

February 2018 (Week 1)

+ Use OpenGL for drawing now
+ Fixed web version issues
+ Started experimenting with new characters
- Gotta spend most of my time working on university stuff right now, rib progress

January 2018 (Week 4)

+ Participated in GGJ
+ Implemented Versus screen
+ Added sound effects
+ Added new fonts to game screen
+ Various bug fixes
- Caused the bugs in the first place, tee hee

January 2018 (Week 3)

+ Made small Cryengine game
+ Implemented title screen, character select screen and story boards
- None of them are "perfect", I'll have to touch them up again at some point
- Me in charge of writing my own game title correctly

January 2018 (Week 2)

+ Implemented fonts
+ Started work on the menus
- Making a smol Cryengine game, kills progress till Wednesday

December 2017 (Week 4)

+ Finished and released The Golden Age in an exciting, breathtaking finale
+ Reworked the Dogma logo
+ Started working on announcement trailer for new "game"

December 2017 (Week 3)

+ Fixed everything except Fists of Justice so it actually runs on the Dreamcast
+ Started adding Senpai Screams bootleg version
+ Various fixes and improvements
- Still reeling from the words-can't-describe-it-ly horrible non-gamedev-related event that transpired last week

December 2017 (Week 2)

+ Made the finest menus and title screen ever known to man
+ Fixed issues with Fists of Justice, Bombx and La Morte di un Cane
- Super uninteresting personal issues nobody cares about are hindering progress

December 2017 (Week 1)

+ Made Hackathon Simulator 2017 and won a chocolate santa which tasted surprisingly good
+ Added the rest of the games to the collection
- Still a week behind schedule

November 2017 (Week 5)

+ Finished up SloMoDo as my November game / Game Off entry
+ Made Objectification for Ludum Dare
- Like two weeks behind schedule for the collection

November 2017 (Week 3)

+ Implemented basic enemy AI
+ Implemented level transition stuff
+ Implemented first few levels
+ Added sound effects and sound
- Non-built-in UE4 assets? Why would anyone want that?

November 2017 (Week 2)

+ Made extremely threatening placeholder (as if) enemy AND gave him a gun
+ Created waiting room/title screen
+ Made VR Menu
+ Added Eye of the Medusa: Beyond to the collection
+ Remade Eye of the Medusa: Ultimate Frontier with Beyond's stuff and added it to the collection
- Feel pretty slo myself right now

November 2017 (Week 1)

+ Released Storm Storm with great critical success and a well-received trailer
+ Participated in Demo Day
+ Set up HTC Vive dev environment
+ Implemented free movement
+ Added slo(w) shooting

October 2017 (Week 4)

+ Made title screen more glittery
+ Finally bothered to fix the dumbest bug
+ Ported The Best Game Ever, Street Fighter vs Mortal Kombat and Octolord 3 to the collection
+ Set up new Dreamcast dev environment
- My laptop is incapable of rendering next month's VR project at a proper framerate, fun times ahead

October 2017 (Week 3)

+ Ported Bombx to collection
+ Ported Storm Storm to collection
+ Ported Hank in Luck to collection
+ Ported Eye of the Medusa to collection
+ Bought and acquired HTC Vive for next month's VR game
+ Made smol prototype for Halloween jam
- Halloween jam project is 99% dead because both it and good ol' me suck too much