Ancient Saga

June 2017, Week 2

+ Optimized particles to be able to display 10x the previous amount without lag.
+ Finished the action timeline tool.
+ Updated passives again to show what kind of equipment they can be placed on.
- Still not much in the way of progress overall.

May 2017, Week 1

+ Attacks are started and are in a largely working, albeit rough, state.
+ Particools.
+ Did some enemy size tests using Bokube.
+ Assload of misc fixes.
- Every desirable game in the history of man released, so dev has been to a minimum.

April 2017, Week 1

+ More work on the attack system
+ Particle system
+ Fixed the non-working netcode (byte+1 = int, reee)
+ Actually remembered to post on the recap
- Still no artistic integrity

March 2017, Week 1

+ Finished the first armor set for both genders.
+ Implemented dynamic texture loading and recoloring for entities.
+ Made texture loading asynchronous.
+ Started on rotating attack animations.
- No artistic integrity.

February 2017, Week 4

+ Finished that damn technique screen.
+ Attacks planning.
+ Finished the male novice armor set.
+ Finished 3 out of 4 pieces of the female novice armor set.

February 2017, Week 3

+ Arted the first armor piece, Novice Goggles.
+ Worked more on that damn technique screen.
- Still working on that damn technique screen.

February 2017, Week 2

+ Did the last hair sprites needed for the alpha release.
+ Worked on the technique screen.
+ Updated a bunch of my GUI stuff.
- Overall was a lazy shit playing Dark Souls 3. Need to do something about that.

February 2017, Week 1

+ Worked on the technique loadout screen.
+ Got the netcode working for techniques.
- I really need to make a new recap image.

January 2017, Week 4

+ Did two hairs.
+ Did the technique select screen.
+ Started the technique loadout screen.
- Sick all well so dev was basically nonexistant, most of this is from last week, since I forgot the recap.

January 2017, Week 2

+ Created the technique tool.
+ Added all the technique data for the alpha.
+ Made the technique select screen.
+ Gameplay soonish.
- Hella distractions all around this week.
- I need to start posting in here more, I'm becoming a whodev.

December 2016, Week 5

+ Just doing a bunch of character art. You wouldn't even believe the number of sprites done this week.
+ Redid the HUD bars to not lag like crazy
+ Finished all 3 male hairs.
- Getting tired of arting, perhaps it's time to get back into netcode.

December 2016, Week 4

+ Did a lot of character assets.
+ Did all the concept art I'll need before the first public alpha release.
+ Created the palette tool.
+ Added 26 palettes to the game.
+ Fixed some misc bugs here and there.

December 2016, Week 1

+ Completed data entry for the passive and valeo systems.
+ Completed the passive and valeo GUI screens.
+ Optimized GUI drawing so it won't chug in certain menus on weak machines.
+ Did a bunch of art ranging from icons to character graphics.
- Most of my progress was boring so I didn't post it in AGDG. Sorry, whobros.

November 2016, Week 4

+ Did the text entry screen.
+ Did the popup message screen.
+ Made player profiles actually work.
+ Changed how passives work to be far more softcoded.
+ Added data to all my passives that they were missing.
+ Filled in the blanks of passives and added about 100 more.

November 2016, Week 2

+ Coding various features to prepare for gameplay finally.
+ Wound up making a soft keyboard. Don't ask.
- Sickness bogged the project down.

October 2016, Week 3

+ Finished item screen
+ Ported to monogame.
+ Ported to linux and mac via DesktopGL
+ Almost finished the player status hud.
+ Did a bunch of system level stuff that makes the xml files in the output folder not human readable, while the xml files in the dev folder are.
- Porting was a hilarious nightmare.

December 2016, Week 3

+Drew 192 sprites for the game (oww)
+Started making palettes.
-Palette tool didn't really go according to plan.