Subterra

April 2018 (Week 3)

+ Fixed upgrade bug
+ Fixed oxygen bug
+ Changed how looking around works with a controller
+ Removed permadeath
+ Removed cheats
+ Completed last area
+ Item drops are now smaller
+ Game will notify if your save is compatible with the current version
+ Added final boss
+ You can now hurt the stalker by hitting its body
+ Increased digging speed
+ 1.0 soon

March 2018 (Week 1)

+ Updated demo
+ Geyser now functional
+ You can now save just by exiting
+ Cheats
- Still not refactoring some stuff I should refactor
- Anxious about making new enemies

February 2017 (Week 3)

+ Map generation is only missing decorations now
+ Almost at the point were content is all that I need to do
+ Some times I can't tell if my game is boring
- I will probably have to "take inspiration" from other games for enemies because it's hard
- I hope I don't make another big sudden change again
- Thinking a lot about the next game already

February 2017 (Week 2)

+ Map generation works
+ Fixed pathfinding
+ Rudimentary enemy spawn system in place
+ Finally figured out how to find corners of wall regions
- Still have to make savepoints/upgrade stations/bosses spawn in map
- Larger game loop is now unclear,I have to figure it out before I hit the nodev wall
- Can't into lights

February 2017 (Week 1)

+ Game felt boring so now instead of rooms there are caves with semi-destructible terrain
+ Also now the majority of the enemies will behave swarm-like
+ Hopefully game will be fun now
+ Thinking about 2d lighting for added immersion
- Can't tell if the scope it's getting smaller or way to big

January 2017 (Week 4)

+ Main mechanics are almost all done
+ Basically need to just make more content
- Can't into enemy design