[Placeholder Title]

July 2021 (Week 2)

+ My wrist stopped exploding
+ Added Press Up to Jump option
+ Fixed some really odd issue with collision and small gaps
+ Fixed Xbox-Type icons being ordered incorrectly so the stick icons were messed up
+ Fixed an issue with textbox choices and pressing the advance button fast
+ Can start working on content now

July 2021 (Week 1)

+ Trying out the recap again (Dang it's been a long time)
+ Player section of the training menu done
+ Mockup of enemy section complete, just need to implement it now
- Get me out of GUI hell
- Apparently the jumps counter is broken and I just now noticed

+ Holding a direction while doing normal ground attacks pushes you forward slightly correctly now. Still messing around with the amount.
+ Implemented enemy breaking. Most enemies when broken will be affected by hitstun/knockback effects. Going to give it an extra effect for pizazz later.
+ Implemented the overhead HP/Break bars for enemies. Plan on making them visible with a pin later.
+ Added the enemy action timer to the training room, which will be toggleable through the menu.
~ Need to make that menu section functional now.

December 2018 (Week 2)

+ Trying out the rolling recap
+ Implemented the crouch and slide animation
+ Refactored collision code a bit so it's less stupid and more flexible
+ Learned about shaders a bit more to make a mask and scrolling texture shader for the sole purpose of a dumb joke (probably useful to know later)
+ Gave boss some more attacks

September 2018 (Week 3)

+ Damage numbers that indicate damage you take are now red
+ Quick slide and Dash Types now actually do things from the options menu
+ Passive magic regen should work properly now
+ Textboxes
+ Added a more functional game over screen
+ Return to title now works in the pause menu
+ Beginning the process of designing and prototyping a boss for [Red] for [Red]'s moveset judgement

September 2018 (Week 2)

+ Making various changes to [Red] in preparation for further moveset prototyping
- I forgot to comment out a debug line that forced the boss to hard difficulty in the v2 upload for DD22, so the difficulty selection was merely an illusion of choice

August 2018 (Week 5)

+ Key rebinding done; can use mouse input for some actions as well (though I can't figure out how to make mouse button 4 and 5 work)
+ Updated pause menu and now you can change game settings from it as well
+ Game porting (from 2.1.4 and GMS) is very close to finishing

August 2018 (Week 4)

+ Options menu almost back to the GMS functionality, just need to re-implement key rebinding
+ Game can save settings once again
- Monster Hunter was a hell of a distraction

July 2018 (Week 4)

+ Main part of title screen done, working on options section now
+ Figured out some things with the camera; screenshake can now work in fixed camera locations
+ Various fixes to the GUI so the new internal resolution can work, and for it to not care if the internal res changes for whatever reason (like fullscreen without blackbars for different res monitors)
+ Fixed an issue with stretching pixels in fullscreen and borderless window mode
- The GUI work is limitless, and mostly boring stuff that's hard to show

June 2018 (Week 4)

+ Title screen partially re-implemented; can now go to debug/dummy rooms with both characters
+ Re-implementing the first boss for [Blue]
- Too many life distractions last week
- Probably won't have title screen done before DD

May 2018 (Week 5)

+ Finished importing [Blue]'s attacks
+ Started importing [Elemental Earth]; trying out a different animation method for it
- Fan broke; replacement fan is like a babby

May 2018 (Week 4)

+ Only two more attacks to re-implement from GMS then [Blue]'s porting is complete
+ Various input and state change fixes to make sure things are smooth
+ Fixed issue with [Calamity Sandbag] escaping bullying from juggling by ignoring the last hit's launch properties under certain conditions

May 2018 (Week 3)

+ About halfway done with porting [Blue] over
+ Updated his run animation

May 2018 (Week 1)

+ Added first iteration of the first special attack for [Red]
+ Demo didn't explode into fire like I thought it would
- Ys 8 has been pretty distracting

April 2018 (Week 3)

+ Improved hitbox handling, super easy to make new hitboxes now
+ [Red]'s basic attacks now have hitboxes
+ Re-implemented various effects and GUI elements
- Enemy collision implemented but screwy on slopes from a specific direction
- Still putting off re-implementing the title screen super hard

April 2018 (Week 2)

+ Got most of [Red]'s basic moves in (minus hitboxes), just doing some refinement and testing to make sure everything feels nice and snappy before the actual combat part
- Was ill for a while, should be actually fine this time though so I can post things again

March 2018 (Week 1)

+ Made a couple of animations for the other player character
- Still refactoring entities so not much of anything new to show still

January 2018 (Week 4)

+ Figured out gamepad rebinding [again]
+ Keyboard/Mouse rebinding almost done, after that is figured out the title screen will be more complete compared to the previous version
- Video games came out

January 2018 (Week 1)

+ Refactored title screen menu so now it's more organized
+ Boss section of title screen now has increased functionality; Can examine skills to see what they do and take a look at boss statistics
- Still more GUI work to go so still nothing fancy, but almost done with the title screen at this point

December 2017 (Week 2)

+ Defeated the immediate video game backlog so back to work
+ Working on re-doing textboxes; main functionality is almost completed
+ Making some attempts at drawing other characters to go with the textbox testing

November 2017 (Week 1)

+ Implemented hitbox groups for potentially more accurate hitboxes
+ Redid the physical hit effect (slightly different) and damage numbers (moves differently)
+ Making the title screen more fancy
- Video games are distracting again

October 2017 (Week 4)

+ Porting game to Godot
+ Redid the jump and fall sprites
+ Added a debug object placer for easy debugging
+ Redid player UI again

September 2017 (Week 1)

+ Gave boss hard/easy mode moveset and did adjustments
+ Added incomplete boss menu
+ Fixed a lot of bugs from demo day feedback
+ You can now daijoubu while using the keyboard
- Have to start making more art and video games are almost out

August 2017 (Week 5)

+ Added all of the boss moves
+ Normal Mode version is more or less complete, minus some polish
- Demo Day too close

August 2017 (Week 3)

+ The boss now has a phase transition and forms its arms when appropriate
+ Fixed minor issue with sliding