Devil Engine

April 2018 (Week 3)

+ First final boss done
+ Bunch of fancy effects for final boss 2
+ More promo art
+ Laser graphics redone, fixed desync issues (again)
+ Homing shot is generally less buggy
+ Improvements to Japanese text handling touched up translation
+ Recorded a bunch of B-roll for next week
+ I can finally talk soon

April 2018 (Week 2)

+ Rest of UI redone, including title cards and warnings
+ Stage 4 SFX and boss theme done
+ I can't believe it's more final boss!
+ Shit I can't talk about
+ SOON™

April 2018 (Week 1)

+ Ported to GMS2
+ Added a special menu and game mode for an upcoming event
+ Polishing up stage 4 for it
+ more TLB
+ Senpai delivered
- SFX are hard
- GMS2 is the worst, stick to 1.4!

March 2018 (Week 5)

+ 400% more anime
+ Computer fixed, progress resumes
+ Final stage background sorta done
+ TLB being worked on
+ some UI reworking again
- Lost a lot of time to reinstalling windows and junk

March 2018 (Week 4)

+ Stage 5 boss done
+ Added shrapnel to enemy deaths that scales with how close you are to obtaining a powerup
+ Started on the final boss
- Not gonna show it off,Gotta keep SOME secrets
- Computer is all sorts of busted, being set back for a few days

March 2018 (Week 3)

+ Stage 5 boss mostly done
+ Hud finally redesigned, still tweaking the font
+ Promo grind marches on
- Hud related options are all busted

March 2018 (Week 2)

+ stage 5-2 done
+ Added some unlockable filters
+ Promo art grind continues
+ Stage 5 boss isn't as big a pain as i thought it would be
- It's still kinda painfull
- I can't belive recap guy is dead

March 2018 (Week 1)

+ more promo art stuff
+ stage 5 about done
+ the contract is sealed
+ prototyping out stage 5 boss
- woah shit it's a complicated one
- in the promo art mines instead of asset mines

February 2018 (Week 3)

+ De-spaggeted a bunch more aspects of the player
+ More complicated 3d effects
+ Music progress for stage 4 boss
+ Prototyping more stage mechanics for later half of stage 5
+ GD stuff for exterior use
+ Big senpais have taken notice

February 2018 (Week 2)

+ The great de-spaggeting is upon us, begging with the jank-ass player laser
+ added 3d stereo sound, witch configurable perimeters and an option for the old mono sound
+ Nerfed the stage 3 boss a bit
+ Added backed for difficulty stuff
+ BIG BUISNESSDEV
- Art is slow

February 2018 (Week 1)

+ More stage 5
+ Extended stage 4 a bit
+ Stage 4 music done
+ Stage 3 SFX done
+ Tweaked score balance a bit,bursting into large amounts of bullets dosn't scale quite as hard
- the spirit is willing the the body keeps getting sick

January 2018 (Week 4)

+ Stage 5 mostly arted
+ Stage 5 miniboss done
+ Balance reshuffling
+ More SFX
- the siren call of DBZF is too strong

January 2018 (Week 3)

+ Friendship with [old buisnessdev] ended
+ [new buisnessdev] is now my best friend
+ Stage 5 miniboss about done
+ Coded a framework for opening/endings
+ So much buisnessdev
- Not enough regulardev

January 2018 (Week 2)

- Accidentally posted this week's progress for the last week catch up thing because I'm retarded
+ Boss is slightly more complete than it was last night
- Shit's slow

January 2018 (Week 1)

+ Stage 5 part 1 mostly blocked out
+ Stage 5 miniboss around half way done
- Art is a fuck
- Buisnessdev was the worst idea
+ Buisnessdev was the best idea

December 2017 (Week 4)

+ Main menu replaced with fancy new plot background
+ Stage 5 being blocked out
+ Added a bunch of UI customization options (pic related)
+ Fixed chain deaths on respawn in certain circumstances
+ Even more stat tracking
+ Stage 3 music done

December 2017 (Week 3)

+ Big changes to scoring and statistics
+ Stats are now tracked both per level and per run, final stats are saved to savegame
+ Stats can now be checked from the pause menu
+ Time and bullets absorbed are now tracked per level and per run
+ Enemies are now scored on a % rather than number killed
+ Bosses now have bonuses for quick kills
+ Combined extra bonus and secret bonus
- Stats aren't nearly as fun as new content

December 2017 (Week 2)

+ Stage 4 boss about done
+ Stage 4 2nd half enemies sprited
+ Fixed memory leaks related to sitting on the main menu for long enough
- Shaders are a fuck
- Sick as a dog

December 2017 (Week 1)

+ Stage 4 boss around halfway done
+ Fixed some crash bugs that poped up while I wasn't looking
+ Fixed controllers getting really weird if you have more than one plugged in
+ Some performance optimizations around blend mode fuckery

November 2017 (Week 5)

+ Latter half of level 4 blocked out
+ Starting on stage 4 boss
- Stage 4 boss is stupid complicated
+ Music progress kinda
+ Optimizations to all that fancy background rendering
- Not dead, just slower than post patch Tribes

November 2017 (Week 4)

+ Stage 4 miniboss done
+ Latter half of stage 4 about half blocked out
+ Background for that getting done too
+ Clouds no longer break the law of physics and/or wind speed records
+ Added splash effects/trails for things close to the water on stage 4
+ Some stage 4 music progress

November 2017 (Week 3)

+ Stage 4 miniboss mostly done
+ Prototyping the 2nd half of stage 4
+ Bosses now have alternate hitsounds when low on health
+ Fixed some performance issues related to bullets not deleting themselves
- somewhat slow week

November 2017 (Week 2)

+ Level 4 mostly done
+ Added sprite scaling 3d for better depth
- Took it out because it screwed with gameplay too hard
+ Prototyping stage 4 miniboss
+ bigger buisnessdev gains