Sipho

April 2018 (Week 2)

+ Nerf Flak projectiles by reducing their lifetime and adding random direction over time
+ New sprites for Bone/Body breed. All breeds now have final sprites
+ Distribute AI better - don't spawn enemy if there's one in the area already
+ Always spawn small Enemy dude at the start of the game to give player something to do
+ Allow skipping tutorial
+ Small enginedev-ish fixes - fix permanently deforming player if their structure changes while being deformed, fix spike flips on health change, fix outlines for sprites with custom offset
- Need content for further levels
- General feedback says that goals are not explained at the start of the game
- People expect dead Zooids to give something. We are considering making them have a chance to drop healing or even other kind of powerups

April 2018 (Week 1)

+ New graphics for Bug breed
+ Integrated Steam overlay
+ Various polishing touches for demo version update on itch.io
+ Main Menu now has preview of the game happening in the background
- Need to design rest of Bosses and Areas
- Shooting "Flak" Zooid is too powerful - it shoots three projectiles which each deal 2 damage. We want to nerf it in interesting way, without making its damage miniscule

March 2018 (Week 5)

+ Slowed down Siphos that have only head zooid. They were too annoying to hunt down
+ Scripted first Sea area boss. It's big, scary and easy. Apparently it's way easier to script specific AI than make a general purpose one.
+ Modified spawner system to support poolable objects. Pooled most of the spawned things
+ Tweaked layout of first two levels. Made them narrower as now we know that player will never grow big in those areas. Feels very comfy.
+ Reworked how pusher Zooid works. It now has nice animations and spews out bubbles.
- Alien breed spikes sometimes spontaneously spin around for unknown reason
- Need other bosses
- First levels have dead ends, but we don't reward player for reaching them, which makes them annoying. Levels are generated procedurally, so it would be good to figure out how to detect those dead-ends.

March 2018 (Week 4)

+ Added final sprites for Sea breed
+ Made Structure Zooids to increase max energy and Consumption Zooids increase energy regeneraion. This gives player a reason to grow larger.
+ Don't despawn enemies at level end, but rather make them very aware of your presence and flee or attack. The former behavior broke immersion as players would assume enemies are still somewhere to be found.
+ AI tries to flank their victim if they're fast enough
+ AI doesn't try to use all their skills at once, but randomly chooses next ready-to-use skill
+ Added imminent Mine explosion animation
+ Added breed-unlocking food pickups and UI-bar indication of collecting one
+ Various fixes and consistency tweaks
- Bosses are still just super aggressive enemies
- Levels feel empty and samey

March 2018 (Week 3)

+ Possibly fixed physics glitching out together with some other soft body issues which caused difficulties growing nicely
+ Updated Alien breed graphics and started using new connection graphics for Zooids
+ Breeds are now locked behind progression system where for now you have to kill each breed's boss several times to unlock the breed
+ Fixed some issues caused by introducing directional movers
- Bosses are shit and we need to amp their game
- Meta progression is not ideal and the way we designed level progression and overall difficulty might be discouraging from having fun while experimenting

March 2018 (Week 2)

+ First time progressposting in the thread
+ Made some mover Zooids directional. This helps extending different layout possibilities
+ Acknowledged difficulty of first level mobs and made their designs to be slower
- A physics bug exists where player is sent-off flying away when NaNs propagate in soft body code