Monolith

December 2016 (Week 3)

+ moving blocks misbehave less, but are still on thin ice
+ optional crt shader fully in
+ another environmental hazard (firepipe)
+ first floor 4 miniboss done
+ half the floor 4 decals sprited
+ assorted fixes: floor 4 palette change, pushblock outline change, new bullet type, valves ignore damage while spinning, etc etc.

December 2016 (Week 2)

+ pushable blocks in and working
+ crushers in and working
+ bunch of rooms
- oh god why are moveblocks being such assholes

December 2016 (Week 1)

+ Almost all floor 4 visual assets done. (Only props left)
+ 4 new enemies.
+ Valves. Shoot them to toggle some environmental features on and off.
+ All the above (plus several Floor 4 enemies that weren't used in the demo) linked up in the editor, room layout production started.
+ Whoops turns out changing language in the in-game menu crashed. Fixed that.

November 2016 (Week 4)

+ added floor 4 necessities (floor tiles, props, obstacles)
+ sprited some new stuff
+ whoops, changing language in-game crashes, fixed that

November 2016 (Week 1)

+ tutorial complete! that includes tutorial boss!
+ i promised the cat. the cat is there now. he talks to you about things.
+ collecting health over the max now builds up towards max hp
+ above and the vault key got GUI representation
+ nerfed and added polish to daemon and armor tac bosses(and fixed a crash in another boss)
+ debris($$$money$$$) now not globally siphoned, has to be vacuumed in manualy
+ several new/expanded music tracks, some old tracks synch up better
+ scanlines blend in with the new dark blue colors
+ dying sends you back to the hub, not intro
+ laundry list of minor fixes

October 2016 (Week 4)

+ Tutorial mostly done.
+ Game is more blue
+ Two new room types: Vault and Secret
+ New weapons aquisition particle effect
+ More sprite tweaks for better visibility
+ Price fixin' (Shops)
+ More rooms
+ Stage 3 theme done

October 2016 (Week 3)

+ finished the hub
+ several new fireball projectiles
+ another big enemy (not appearing in the demo)
+ dialogue system 100% working
+ most of tutorial floor done
+ a new special room type has been added

October 2016 (Week 2)

+ room clear pickups and a related upgrade
+ knockback on all weapons except sword is replaced with "freeze", which makes all weapon projectiles look really minty fresh
+ added the first of game's most intimidating enemies, damage system refactored to accomodate it
+ also a miniboss
+ custom text parsing done, applied to item pickups and dialogue
+ youtube videos made clear that swarmers were too hard to register, resprited
+ visual update for laser and enemy warning indicators (is now way more precise)
+ added floor 0 - the hub where the player starts before every run
+ amazing block physics achieved, you will likely not see them in the demo tho
+ revolver buffed, i think?