Space Dementia

July 2018 (Week 1)

+ Separate particle container and limit on number of instances to optimize emitters
+ Attack variation for an enemy
+ Replaced perlin noise to reduce overhead
+ Slight flying changes
+ Balanced charged shot
+ Experimental harpoon changes
+ Experimental swimming controls
+ Minor fixes
- Wind and explosions don't affect particles for now

June 2018 (Week 4)

+ Updated water shader
+ New enemies
+ Minor fixes
+ Playing around with boss animation
+ Enabled burning by contact
+ Move lock visuals
+ Fixed audio and friction in water

June 2018 (Week 3)

+ Added stalactites
+ Changed charging mechanics
+ Changed grenades
+ Changed parry damage
+ Minor fixes
+ New prototype maps
+ Destroying tiles on touch testing before integrating into map format
+ Started making new boss sprite

June 2018 (Week 2)

+ New enemy
+ Dialogue window
+ Rewriting flying controls
+ Changed water controls
+ Experimented with tweaks and new aiming controls
+ Some redesigns and plot stuff

June 2018 (Week 1)

+ Redesign for some bosses and areas
+ Added acid projectiles and pools, added to boss and enemy movesets
+ Started working on new enemy
+ Experiments with enemies floating in water
+ Slowdown status
+ Balancing parries
+ Map button bind
+ Slight hud refactor
+ Item description wrapping

May 2018 (Week 5)

+ Added vore
+ Boxes are destructible with some surprises inside
+ Can attach verlet to objects to hang them
+ Platforms can deal crushing damage, doubling as a hazard
+ Improved camera while flying
+ Shockwaves are more visible
+ Improved controls sensitivity
+ Fixed foreground blur
+ Added 100% slippery slopes
+ Added new button prop
+ Made sound preprocessing script because openAl shits the bed with stereo and attenuation

May 2018 (Week 4)

+ New movement upgrade
+ Wall friction is affected by object speed
+ Land mines can be placed through an item
+ Slight optimization

May 2018 (Week 3)

+ Fixed lots of stuff with physics
+ Experimental stairs contraptions
+ Fixed parrying non-solid projectiles
+ Minor fixes

May 2018 (Week 2)

+ Completed new rendering mode, turned out pretty cool
+ Added aurora borealis shader
+ Added procedural suspension particles to water
+ Optimized postprocessing to be several times faster
+ Camera offset switches between on and off-ground mode for maximum visibility
+ Looking around is smoother
+ A few lighting updates
+ Made a few physics fixes
- But I broke everything fucking else in the process

May 2018 (Week 1)

+ Additional option for camera focus
+ Updated turrets
+ New options for preserving momentum, used for line sliding
+ Slight screen shake on jump
+ Can combine shot charge and line holding in interesting ways
+ Faster dash recovery
+ Useful stuff for editor
+ Continuing area design, playable sections, shortcuts and placeholder parallax
+ Trying new rendering option

April 2018 (Week 4)

+ Updated more enemies
+ Fixed some enemies events
+ Drafts for area design and assets
+ Started prototype map for one of the areas
+ Editor and culling works better with screen zooms

April 2018 (Week 3)

+ Slight refactor
+ Moved a few enemies to new system
+ Health drops vanish after short time
+ Stun has ending animation
+ Fixed bouncing back
+ Fixed several errors
+ New areas concept

April 2018 (Week 2)

+ Made thrown enemies consistent with other thrown objects
+ Freeze status works like stun
+ Player is forced into crouch by crushing objects
+ Shooting enemies at close range will bounce you off
+ Minor fixes

April 2018 (Week 1)

+ New enemy for utility
+ Changed flying enemy AI so this dense motherfucker doesn't keep charging into spikes in revenge
+ Throwing enemy can stun it
+ Small fixes

March 2018 (Week 5)

+ Changed stun state
+ Easier to hitch a ride on some enemies
+ Added structures for further work on features
- Got ill

March 2018 (Week 4)

+ Reworking stun state for emergent gameplay
+ Minor fixes
+ Tried to improve swimming controls without success

March 2018 (Week 3)

+ Shameless shinespark clone
+ Experimental sticking to walls
+ Fixed and cleaned up animation loading
+ Fixed rare harpoon problem
+ Impact state parries projectiles

March 2018 (Week 2)

+ Finished migration to delta times, can finally move on to other stuff
+ Did some redesigns

February 2018 (Week 4)

+ Input refactor, added some options
+ Migrating to delta times
+ Changed dash controls again

February 2018 (Week 3)

+ Map transitions don't pause anymore
- But it breaks a bunch of other stuff for now
+ Player can look around with camera
+ Separated module for manipulating animations
+ Grenades don't do collateral damage and will explode on any contact
+ Synchronized tail hitboxes for boss, added light rays for eyes, fixed status resistances
+ Trying even more controls changes
+ Fixed ledge detection
+ Played around with water physics, changed reflections

February 2018 (Week 2)

+ Made new way of making blendable procedural poses
+ Altered animating runtime for some additional render options for batching and lighting
+ Finally fixed new chain dynamics and they work well despite having less configuration options
+ Updated most of boss animations except for hitboxes sync and particle effects
+ Made a few animations for another boss
+ Binded dash to crouch/slide button for further prototyping

February 2018 (Week 1)

+ More area and character designing
- Testing a different way to do procedural animations in skeletal animation framework

January 2018 (Week 4)

+ Continued designing locations
- Chain bone physics for new system, might not actually be better than previous implementation
+ Nerfed boss moveset a bit