February 2017, Week 3

+ Animations
+ Started considering thinking about planning some things
- Literally never getting done at this pace

February 2017, Week 2

+ New movement system (behind the scenes stuff, more flexible and fixes some issues)
+ Slowly working on new player animations
- Movement system changed the speeds of everything so it all needs tweaking
- Not much else

February 2017, Week 1

+ Managed to unfuck the game
+ Fixed some performance issues
+ New animations soon
+ Lots of small tweaks here and there
+ Fixed shittons of bugs
+ We are still alive
- GM:S corrupted all scripts and most of my backups so there was shittons of stuff I had to redo

January 2017, Week 4

+ Clicked pixels for hours (new animations)
+ Idea guy'd
+ Testing & made a big list of things to fix
- Not much else
- Spending too long on animations
- GMS broke a bunch of crap
- Also my chair broke and it was one of those with pneumatic thing to change the height and it fucking exploded and thank fucking god I had metal plate there or my ass would've exploded and on same day my radiator's pipe broke and water fucking everywhere

December 2016, Week 5

- too busy with IRL shit to have done anything
- been messing with animations, no real progress
- not gonna make it to demoday

December 2016, Week 4

+ still working on 1h weapons
+ fixed inconsistencies on weapon ranges
- progress has been incredibly slow due holiday season

December 2016, Week 3

+ Carnwennan almost ready
+ Still working on 1h animations
- Haven't done much progress, been busy

December 2016, Week 2

+ Fixed tons of little stuff
+ Fixed few menus going apeshit
+ Wrote angle detection code for Xinput controllers because getting diagonals with GM:S functions for analog sticks are fucked up and it doesn't help Xinput is shit so now it's lots easier to do diagonals (like with grappling hook)
+ Wrote better system to check if analog stick is "pressed" or "released"
+ Overall support for Xinput is better than before
+ Added first special for Carnwennan (Shroud)
+ Started making the 1h animations better

December 2016, Week 1

+ all menu codes has been redone now (including store)
+ added 1h weapons
+ option to turn off screen shake
+ added area names
+ made map screen smaller so you can see entire map
+ added animations for portraits
+ fixed some minor issues
- 1h animations are kinda crappy

November 2016, Week 4

+ finished better audio system
+ redid all menus to get rid of spaghetti
+ fixed few hitboxes
+ fixed some minor issues
+ added new sound effects

November 2016, Week 3

+ Still working on audio system
+ Redid grappling hook animations
+ Fixed getting stuck on certain situation
+ Added coat that lets PC move underwater
+ Started working on better menus
+ Added doors that can be opened with keys
+ Fixed some small bugs
+ New damage number graphics

November 2016, Week 2

+ fixed some small issues that were in DD11 build
+ added vertical transitions
+ working on better audio and map system
+ working on some new animations

November 2016, Week 1

+ made changing weapons more clear
+ some adjustments to enemies
+ added option to turn on v-sync
+ new sound effects
+ no need to separately sacrifice both torso and bottom part of enemy, they are now count as one "target"
+ fixed cloths going ape shit when changing room
+ faster menus
+ fixed some minor issues
+ prepared for demo day 11

October 2016, Week 4

+ grappling hook is no longer shit
+ expanded map system
+ added back old enemies
+ spell system got removed, replaced with weapon switching and weapon specials
+ new ice effects
+ new fire effects
+ hitting frozen enemies doesn't oneshot them
+ new chest sprites
+ new portraits
+ new sound effects
+ added graphics settings
+ added toggle fullscreen
+ added armors
+ removed relics

October 2016, Week 3

+ started working on weapon system
+ removed relics, replaced with armors
+ techniques replaced by items, basically same inventory but for other stuff too
+ faster combat with new animations
+ fomori warrior got dash move
+ scythe spell returns to player now
+ air kick can be used to kick enemies to spikes and stuff
+ new damage number font
+ added particle system to weapons
- fire looks like shit

October 2016, Week 2

+ fixed many delays
+ got all swords back in
+ air dodge can be cancelled with double jump
+ added player - enemy collisions that move player and doesn't hurt PC
+ grappling hook is starting to work like it should
+ air kick is less shitty
+ working on new attack animations again...