Space Dementia

January 2018 (Week 3)

+ Continuing animations integration
+ Stopped rendering when window is not focused
+ Experimental dynamic defense for bosses

January 2018 (Week 2)

+ Changed slide chaining, still needs some work
+ Changed running acceleration
+ Worked on new boss designs

January 2018 (Week 1)

+ Knockbacks on enemies to allow aggressive counters
+ Refactor for player display state
+ Updated reverb
+ Changed dodge mechanics and visuals

December 2017 (Week 2)

+ New enemies and hazards
+ More balancing and improvements to boss
+ Added damage knockback for enemies

December 2017 (Week 1)

+ Added dragonbones integration
+ Added component for enemy retailation
+ New move for boss, changed shooting
+ Practiced animation
+ Tested json exporting

November 2017 (Week 5)

+ Lasers can be reflected now
+ Object attached to tiles will detach on destruction
+ New prototype movement options
+ Changed knockback
+ Controls and movement tweaks
+ Spikes can be attached to other objects
+ Tweaks to boss fight

November 2017 (Week 4)

+ Healing items refill on save
+ Autosaving progress
+ Tweaks to sliding
+ Removed some activation problems for dash
+ Changed colliders lifecycle
+ Lots of bugfixes

November 2017 (Week 3)

+ Experimenting with new player sprite
+ Started new enemy animation and logic
+ Tweaks to current boss to make it less aggressive
+ Added cloth as serializable and interactable object
+ Fixed rare bug in collision handling
+ Visor light now rotates the same way as head, flashes when directly straight
+ Changed crosshair look and smoothing
+ Tighter boomerang trajectory
+ Fixed problem where platform movement would get stuck

November 2017 (Week 2)

+ Fixed rendering on Intel
+ Fixed light source parallaxing on different aspect ratios
+ Initial death animation for a boss
+ More impact on player death
+ Crosshair has different sprite depending on aiming mode
+ Pistol projectiles are offset by player movement
+ Improved boss animation, added dodging and deflections
+ Fixed tile collision editor for custom sizing
+ Some minor bugfixes

November 2017 (Week 1)

+ Player automatically fits into holes to make fast movement predictable
+ Splitting sprites to meshes and deformation shader
+ More moves for boss, remade pattern, added starting and dying animations
+ Boomerang can parry, so it's back to being best weapon
+ Added more particle emitters
+ Remade bloom postprocess
+ Blur effect supports alpha
+ Added glitch postprocess for title screen
+ Added support to render map to several different buffers for more possibilities
+ Can drag and drop maps into window for faster level making and testing
+ Secured execution path in case someone tries to execute from different directory
+ Changed map drawing to improve sorting
+ Sprite batching handles more drawable types
+ Refactored map collision format
+ Various bugfixes
- Started crashing and memory leaks due to map rendering and other changes, but it seems stabilized now

October 2017 (Week 1)

+ Contact damage can destroy tiles
+ Tile regeneration
+ More improvements and stage for a boss
+ Jumping on higher platforms is tighter
+ Dash doesn't get in the way with connecting jumps

September 2017 (Week 4)

+ New map element to add a twist to boosting
+ Started making moveset for a boss
+ Fixed rare issues in IK and sound effects

September 2017 (Week 3)

+ Separated cloth rendering logic
+ Updated boss with new looks
+ Changed wall kick again
+ Started doing new map elements

September 2017 (Week 2)

+ Increased default jump height
+ Made movement startup tighter
+ Melee attack recovers dash
+ Started nerfing melee for real this time
+ Added blur to some transitions

September 2017 (Week 1)

+ Boss health HUD
+ Added mortar upgrade
+ Added tunnel railing
+ Faster flamethrower
+ Changed wall kick
+ Wall kick attacks and parries
+ Buffed chain slide
+ Nerfed dash end momentum
+ Nerfed chain ledge grabs
+ Low pass filter
+ Updated reverb

August 2017 (Week 5)

+ Updated and broken melee
+ New title screen
+ Changed sliding
+ Option for separate dash button
+ Improved laser beams and similar attacks
+ Revamped boss fight
+ New enemies
+ New pistol upgrades
+ Better wall jump
+ Reworked wall running
+ Dashing keeps some momentum
+ Camera moves with player speed
+ Grenades and flares are sticky
+ Smoothing water tiles surface
+ Some water flow simulation
+ Power sliding
+ Heat distortion effect near flames
+ Increased gravity
+ Experimented with audio effects
+ Added coyote time
+ Fuckton of bugfixes and tiny improvements

July 2017 (Week 3)

+ Changed spin jump a little
+ Fixed moving down slope at increadibly fast speeds
+ Standard running speed is higher
+ Turning around is less sluggish
+ Ledge grab has animated arms and lowers player to certain position
+ Ledge grab has wider detection to make consecutive jumps less awkward
+ Added a cape to test cloth physics

July 2017 (Week 2)

+ New enemy animation
+ Rope animation
+ Slide chaining works better
+ Changed dashing particles a little
+ Did more character design
+ Dashing fuel doesn't recover mid-air

June 2017 (Week 5)

+ Melee attack pushes back the user
+ Melee attack has wider collision detection with enemies and smaller with tiles
+ Added jumping enemy
+ Fixed projectile collision crash

June 2017 (Week 4)

+ Worked on character design
+ Changed friction in high speeds again
+ Fixed ammo drops

June 2017 (Week 3)

+ Changed tunnel boost controls
+ Added initial arm animation for melee
+ Refactored map and collision container
+ Did some experimental map transition
+ Refactored and changed swimming
+ Added machinegun upgrade
+ Improved screen shake
+ Worked on some art and design
+ Some bug fixes

June 2017 (Week 2)

+ Added knife weapon
+ Added support for deflecting projectiles back at enemies
+ Clinging to walls slows down falling
+ Changed rope sliding