Infraction

September 2018 (Week 2)

+ Gave up then week later reversed idea of giving up and started working again
+ Added doors
+ Added an NPC turret (for now uses guard sprite) that fires unlimited ammo if you stay too long in its LOS
+ Fixed a whole lot of bugs
+ Added a Pause Menu
+ Fixed the alert/caution clocks
- im still working on this fucking project

February 2018 (Week 4)

+ New guns and sprites are incoming
+ Patrols now loop back and forth
+ More pathfinding optimization
+ General optimization
- Kill me

February 2018 (Week 3)

+ NPC's can patrol now
+ NPC's pathfinding optimization
+ NPC's search for player in a search phase
+ Alert, Evasion, Search phases

February 2018 (Week 2)

+ Added a cool HUD
+ A lot of AI polish, ability to see again, pathfinding using map specific nav nodes
+ Better camera placement
- ...

December 2017 (Week 1)

+ Added a loading bar
+ Fixed some map loading issues
+ Started a bit of an art style overhaul

November 2017 (Week 5)

+ Binary map saving file system done.
+ Wrote a map editor which can spawn all current game entities and save them.
+ Floors have been added, each 'square' being one entity instead of million sprites.

November 2017 (Week 4)

+ Got the bullets to follow proper spread, firerate and bullets per gunshot properties dependent on currently held weapon
+ Began working on rudimentary infrastructure for floor entites (no more spamming sprites)

November 2017 (Week 2)

+ Added items and inventory systems.
+ Set up basic streamlined NPC thought process.
+ Set up some under-the-hood UI systems.
+ Added vision to NPCs.
- Still nothing to fucking show for it all.

March 2017 (Week 4)

+ Life and Sprint warning signs.
+ AI sound detection
+ Sound system
+ Ambience
+ Increased difficulty, Alert Phase length and AI distance for pathfinding.

March 2017 (Week 2)

+ Merged the demo branch of the project with the main one.
+ Fixed Main Menu issues and controls to not be so bad.
- Failing my math classes.

March 2017 (Week 1)

+ Added a new bossfight.
+ Started forming the demo for DD13.
+ Severely optimized the game.
+ Changed fonts.
+ Fixed an ungodly ammount of bugs.
+ Added a Game Over screen.
+ Added a Controls Main Menu screen.
- Removed crawling from the demo due to bugs.

February 2017 (Week 4)

+ Added multiple maps
+ Fixed few npc vision bugs and other minor bugs.
- Need to design a boss battle.
- Need more sprites.
- Need audio (sounds and music).
- ...

February 2017 (Week 3)

+ Added an FPS counter.
+ Optimized AI search to reduce FPS drops when detected.
+ Added ai_searchnode which will function as guides for the guards, helping them pick a location to look for the player
+ Added crawling
+ Added diagonal movement.
- Evasion phase is bugged, has to be repaired.
- ...

February 2017 (Week 2)

+ Added deadly turrets that open fire when you cross any of the laser beams.
+ Added laser beams that you can crawl under or jump over.
- AI is still lacking and will be the next focus.
- The turrets' pixel arts detail is much higher than other sprites