Throbot

February 2017 (Week 1)

+ finished parallax tile system
- forest sprites dont look good in motion and make it hard as hell to see anything
- gotta make a simpler area to test this stuff out properly
+ starting up enemy designs again

January 2017 (Week 4)

+ added last months changes back to GMS1 project (dont get gms2)
+ have an almost good enough parallax system implemented
+ made a twitter which might be the opposite of progress but let's just call it marketing
- gotta start actually making enemies and set pieces

January 2017 (Week 3)

+ replaced glitchy suplex with a stepping stool kind of jump
- i liked the suplex but it just doesnt feel right on the controls
+ i might try to add some silly fighting game move command to do it as a secret or something later
- about ready to completely give up on foreground object parallax because i'm too stupid to make it work properly

January 2017 (Week 1)

+ Mostly just art stuff this week
- been trying to think of a clean way to handle foreground and background tile layers
- i'm gonna be out of town for nearly a week so rip any actual deving

December 2016 (Week 5)

+ starting to implement tiles i've been working on
+ working on enemy designs for nature area
- having trouble coming up with a not shitty way to handle paralax other than stretched and squashed tile layers
- redesigning the female companion AGAIN because people keep assuming she's either an older than intended or a boy
- deving has been slow this week i still haven't really stopped being sick
- sorry

December 2016 (Week 4)

- i've been sick and it's shitty
+ working on tiles and enemies for forest level
+ actual gameplay/control stuff is practically done so everything i make from now on should be level specific stuff and eventually menu stuff
+ art is progress right?

December 2016 (Week 3)

+ made animations for carrying heavy shit
+ adjusting camera to show you more without being nausea inducing
- im trying to not suck at fighting games so that's taking a lot of time right now
- gotta start making actual enemies and level assets i guess
- still not sure what kind of levels i actually wanna have yet though

December 2016 (Week 2)

+ programmed objects having different weights, and the effects of carrying heavy shit
+ working on fixing my shitty damage system
- gotta animate 2 new walk cycles cus of the weight shit
- wracking my brain around letting held items still collide with walls properly so you can't shove them into walls
+ if i get that to work then i can make really long objects that latch onto ledges and pretend it's a feature

December 2016 (Week 1)

+ worked on new explosion effects
+ made player corpse stuff work mostly
+ I slept a lot and it was nice
- thats it

November 2016 (Week 4)

+ replaced placeholders on dashing/fumble sprites
+ added continue screen
- played video games most of the week
+ it was fun though

November 2016 (Week 3)

+ added game over screen
+ working on continue screen
+ got score pop ups and enemy corpses functioning on death
- gotta rework how throwable item weights work before i can start over on enemy AI
- no idea where to start on doing foreground objects that aren't super messy
- im hungry

November 2016 (Week 2)

+ Completely redid grabbing/throwing system so now there's carrying and shit
+ Made health, score, and HUD all working mostly
+ got gamepad support fully implemented
+ fixed most color and other inconsistancies with player sprites
- still no real enemies
- still working out what all the item pickups should be and how they should be used
- gotta start the menu/dialogue stuff and fix more sprites

November 2016 (Week 1)

+ nearly complete movement/sprites for player
+ demo level/tileset finished
+ suplex move and made grabbing possible outside of dashing
+ breakable blocks
+ demo has SECRETS
- demo has no HP/threats
- demo is like 2 minutes tops
- placeholder music
- my eyes hurt

October 2016 (Week 4)

+ improved camera tracking
+ added SCREENSHAKE
+ added some sound effects
+ made some checkerboard tiles for demoday
+ added spikes
- still no enemies for the demo
- player animations still not fully done
- not close to enough content for a meaningful demo
- oh god what do i do

October 2016 (Week 3)

+ Implemented camera
+ Implemented particle system
+ Added context-sensitive standing/skidding frames
- Still no levels prepared or planned for demo
- Only implemented enemy is shit so still got a lot to do there
- Dash sprite still placeholder
- No tiles yet

October 2016 (Week 2)

+ began basic enemy AIs and reusable scripts
+ began designing enemies
+ starting work on particle system
- how the fuck do i make an ingame level editor