R3

August 2018 (Week 4)

+ orthographic references drawn up for a few things
+ did some early work on a model for one of them
+ read a lot about texturing

August 2018 (Week 1)

+ handful of optimisations across the board
+ improved beat indicator accuracy
+ started a proper priority queue system to minimise blocking when enemies move in lockstep

July 2018 (Week 4)

+ more first pass models
+ lots of design to generate more concrete goals
- not much coding
- discovered that lighting and procedural generation don't play nice
- critical mass of spaghetti, shit needs untangling

July 2018 (Week 3)

+ added more enemies & behaviours
+ working level gen
+ basis of a tileset system in place
- still in placeholder limbo
- still intend to be in placeholder limbo until I absolutely have to commit to a visual style

February 2018 (Week 3)

+ a couple of first-pass models
+ an enemy with more varied movement
+ breakables that block pathing and can be pushed around
+ vfx and icons for some existing weapons

February 2018 (Week 2)

+ 7 more weapon pickups
+ greater attack variety - range, AoE patterns, charge-up & knockback effects
+ groundwork for auxiliary powerup slots
+ logic for status effects
+ enemies with ranged attacks
+ contact for music
- made the working title less goofy

February 2018 (Week 1)

+ enemy health indicators
+ pickup system
+ a few weapons
+ equipment & ammunition HUD
+ roughed out AI behaviour for ranged attacks
+ implemented grid based LoS check for non-orthogonal abilities
- huge blindzones will eventually need to be remedied
- tempos approaching 160 bpm tend to get you killed comically fast due to the above

January 2018 (Week 4)

+ basic game elements seem to function decently
+ can start working on the meaty bits e.g weapons, enemy types and room / dungeon layout
+ Essentia beat extraction is groovy as heck
- can't keep using visual placeholders forever (or can I?)
- forgot everything learned about Blender last month
- had to think of an awful working title just now