October 2018 (Week 4)
+ Released soundtrack
+ Released new mission.
+ Added 7 new items
+ Added more skeleton jokes
+ Fixed lots of bugs
- Really sleepy after release, need to take some time to rest.
+ Released soundtrack
+ Released new mission.
+ Added 7 new items
+ Added more skeleton jokes
+ Fixed lots of bugs
- Really sleepy after release, need to take some time to rest.
+ Released Skeletal Dance Party!
+ Release seems to have gone smooth, no major bugs in sight.
- Need to make gamepad support in menus better.
+ Released trailer and working on press release.
+ Made new UI.
+ Got all art and music assets into game.
- Many bugs to fix until release...
+ Got more music from music bro.
+ Started getting voice acting into game.
+ Add more environment props.
+ Rigged ghost boy and slimegirl model.
- A bit after in schedule, need more devtime
+ Added save system
+ Steam cloud sync works with saves
+ Lots of new character art.
- Took some time of for IRL.
+ Released DEMODAY Demo
+ Got lots of art done from artist
+ Fixing bugs and problems found in Demo
- Discovered lots of bugs and performance problems in said demo
+ Artist finished skull narrator art
+ Artist started working on Paladin girl antagonist art.
+ Better animations.
+ Got more devtime during summer.
- A bit panic for DEMODAY
+ Added main character art.
+ Finished logo.
+ Player moves with real physics instead of NavMeshAgent.
+ Finished Gamejolt deploy and package script.
+ Lots of game feel and balance fixes.
- Player movement and camera feels a bit floaty.
- Not as far gone in terms of art and marketing as plan says.
+ Added corpse explosion spell.
+ Added raise skeleton spell with a limit of summoned skeletons.
+ Team started working on logo, how does it look?
- Way to many other things to do right now.
+ Got team started with character art and story
+ Calculate leveled items and characters correctly so you encounter more and more dangerous enemies the deeper you go into dungeon.
+ Reworked physical animation system for characters. Making them move around as physical objects with forces rather than dragged around on invisible meathooks.
+ Skills no longer uses animations when casting but are instead physically based (ex. recoil).
- Was away at conference most days last week so lost progress.
- Caused lots of bugs because of switching movement system.
+ Added level generator
+ Added Skeletonizer
+ Can drag bodies
+ Can pickup health
+ Added gif recorder studio for maximum shilling.
+ Released DEMODAY demo
+ Integrated Unity Analytics
+ Started investigating tools for level generation
- Due to crunch project architecture is no longer neat and tidy.