Mech game

March 2017 (Week 3)

+ Ships are given random names on creation
+ Bases can be captured and resupplied at and generate income
+ Each army can field more ships if they have enough $$$
+ Ships can use supplies to heal/rebuild mecha
+ Camera now divides focus between the player, the cursor, and the nearest threat, if close enough
+ Reworked code to enable slo-mo effects. It's buggy
+ bunch of other bugfixes and meta changes I dont remember
- AI can't properly defend their bases yet, sometimes fly in circles in battle
+ Experimenting with new explosion FX/ bullet glow
- Need to do UI stuff soon
- Not sure on how I want to execute on a few things

February 2017 (Week 1)

+ Ships killed during battle now die on the map
+ battles now trigger only when the controllled ship is attacked on the map
+ fixed bug that allowed enemy to move infinitely
- can't join ongoing battle on map
- NPC battles consist of units attacking each turn instead of gradual losses and damage per turn passed
- Still nothing to show people yet
- put off refactoring again
- every time i look at my ai scripts i want to refactor them

January 2017 (Week 4)

+ Enemy units can attack Friendly units on overworld
+ All units in adjacent squares properly join the battle
+ Data of capital ships( stored units, HP, etc) successfully carries over to the shooting segment
- defeated ships don't actually die on return to overworld map
- battles are triggered even when the player's mothership isn't being attack instead of being settled w/ rng
- ship placement on the battle map is too random
- dont have anything to show for additions yet
- still have to refactor code for delta time stuff

January 2017 (Week 2)

+ Implemented basic framework for game map
+ Got a lot of cool ideas of how to differintiate game from other shmups
- nothing to show for it visually yet
- feature creep

January 2017 (Week 1)

+ Started on map gen
+ 2nd booster finished
+ small graphical tweaks
- didn't do demo day
- probably about to hit a wall on map gen
- might need to rewrite bits of code for delta_time implementation if can't find a good hack

December 2016 (Week 5)

+ Implemented beam, beam saber, homing vulcan
+ started work on 2nd thruster
+ Expanded on customization system
+ Pausing works
+ Obligatory WARNING Boss screen added
+ Added Mission complete splash, shot down enemies add to funds earned
- running into feature creep
- minor balancing