August 2017 (Week 1)
+ Gave boss 2 attacks
+ Adjusted gravity while rising when using ice based attacks
+ Re-added the boss timer, need to adjust its font so it doesn't look annoying
+ Air conditioning restored
+ Gave boss 2 attacks
+ Adjusted gravity while rising when using ice based attacks
+ Re-added the boss timer, need to adjust its font so it doesn't look annoying
+ Air conditioning restored
+ Added a weaker version of the hitflash effect for larger enemies
+ Decided to re-do first boss and gave it an idle animation, also working on a stomp animation for it
- It's hot as hell and my air conditioning broke, ended up not wanting to do things
+ Re-implemented most of the lightning attack moveset
+ Made a lightning hit effect
+ Player state refactoring almost complete, can work on restoring bosses soon
- Video games are distracting
- Need to re-do the animation for the lightning hit effect
+ Finished badges menu
+ Finished functionality of consumables menu
+ Using items works
- Still a couple of menus to go on the immediate to-do list
+ Got main functionality of Key item's menu done
+ About halfway done with the mods menu (It's pretty much just a badge equipment system)
- Desire to do other things increases as GUI work continues
+ Gave the ice boss a different sprite instead of a placeholder rectangle and an idle animation
- Making new animations at snails pace, but the model from an anon has been helpful
+ Partially readded the pause menu; can now change game settings while not on title screen
- Keep screwing around with the text in attempts to make some menus look better
+ Options menu done
+ Made wall-kicking easier
+ Fixed a bunch of minor bugs before demo
+ Demo went better than expected
- Gotta go back to drawing things
+ Finished ice attack re-implementation
+ Mostly done with options menu
- Demo will have way less things to do compared to previous versions
+ Made some new ice effects
+ Mostly done with ice attack re-implementation and various ice buffs
+ Passive mp regen re-implemented
- Video games are distracting again
+ Added new physical-based hit effects
+ Player physical-based attack re-implementation almost done
+ New HUD and bar effect for depletion
+ Made some new tiles
+ Added option to change dash types and toggle damage numbers
+ Added Basic attack frames and wallhug frames
+ More refactoring
+ Mostly done with new title screen
+ Tons of refactoring and reorganization of project files
- Still haven't made that wallhug animation
+ Added ground forward dash frames
+ Added Forward and Back air dash frames
- Didn't make it to DD13
- The immediate art to-do list is very long
+ Added forward and back hurt frames
+ Added a death animation, and more ending frames to the backdash
- Got like 4 more animations to replace before I can work on attack frames
+ Added double jump and backdash animations
- Wasted a lot of time trying to figure out what some things should look like
+ Added the 3 weapon switch animations
+ The little break I took helped a lot
- Probably won't make it to demo day; have to adjust a lot of things after the resolution change
+ Made forward slide and both directions of the jump kick frames
+ Adjusted speed of jump kicks
- Might have burnt myself out with art; maybe doing all of the non-attacking frames at once was a bad idea
+ Made turn around, jump, fall, and crouch sprites
+ Tried to make some tiles
+ Modified some movement variables because it felt 2fast with the resolution change
- Can't get background tiles looking right, maybe darker colors or make different ground tiles
- Visually, a reverse slide is still a mystery to me
- Art was a mistake
+ Work on refactoring animation system
+ Fixing up resource tree because some of this stuff is really old and not used anymore
+ Attempted to draw actual sprites for some reason
+ Changed internal resolution
- Have to redraw/redesign a lot of the GUI elements and other things
- Character is floating until I finish drawing more frames
- Art is hard and it takes me a long time
+ Various bug fixes related to Demo Day feedback
+ Finished adding janky mouse support to the menus that were missing it
+ Working on refactoring animation system
- Have to draw more rectangles
+ Modified the demo day room a bit and added menus to boss doors
+ Added the difficulty differences to the Ice boss
+ Buffed [Cyan] a bit
+ Fixed some demo day related bugs
- [Shade] is always broken
+ Added Reverse sliding
+ Dropping ice mines while sliding now has a bit of a cooldown to prevent rapid spam
+ Added wall/crouching variants of various moves
+ Sliding no longer restores MP on hit
+ Working on implementing new UI elements for the Demo Day rooms
- It's taking forever
+ Finished first iteration of fire mode moveset
+ Making more rectangles to finish adding the minor moves
+ Various move adjustments
- Keep getting forced to play video games