September 2018 (Week 2)
+ Further weapon refactoring
+ Enemy system work
+ Basic navmesh
+ Closer to functional multiplayer
+ Closer to functional lightning weapons
+ Further weapon refactoring
+ Enemy system work
+ Basic navmesh
+ Closer to functional multiplayer
+ Closer to functional lightning weapons
+ Players can now move syncronously in eachothers world and will resync if they somehow become desynchronized.
+ They can also synchronously attack with all weapons and swap weapons.
- Can't pick up weapons though.
+ Dungeon gen is also synced, but enemies immediately desync once the game starts for some reason.
+ DID A DEMO DAY FINALLY
+ Tileset completely reworked
+ New tile placement logic
+ New Room creation logic
+ New Enemy Spawning logic
+ Coin drops
+ Pickup vacuum
+ New knight sprite
+ New bolt sprite
+ New sword sprite
+ Figured out what was wrong with .exe (case sensitive filepaths within the exe)
- Multiplayer still hellcucked
- Demoday is so soon
+ Death Animations
+ Music
+ Sound Effects
+ Damage much more consistent for enemies and player
+ Attack Sprite in correct place
- Multiplayer absolutely ruined
- Not even close to demoday ready
- Exe version doesn't work anymore (?????)
+ Picking up and dropping items works again!
+ Cooldowns on a per weapon basis implemented
+ Weapon structuring changed
+ Preliminary work on temp character select
- Multiplayer desynced worse than before
- Weapons that attack too fast get the attack sprite stuck
- Melee weapons don't seem to damage right now
- Slime damage is buggy
+ Multiplayer movement
+ Changed up shading on knight sprite to make it look better (thanks anons)
+ Started a wizard sprite
- Nothing else works in multiplayer yet
+ Crossbows!
+ Multiplayer!
+ Dungeongen!
- Multiplayer doesn't check for desyncs
- crossbows don't actually work on multiplayer
- dungeon generation is not synchronized