Neon Knights

June 2017, Week 3

+ Reworked Equipment System to be less dumb
+ Moving towards a more traditional talent/skill system instead of the progressive one I had previously
+ Cleaned up AI code so it's more extendable/modular
- Art is still hard

June 2017, Week 2

+ Abilities on the hot bar are now saved between levels and sessions
+ Reworked quest system
- Progress is slow
- Still need to optimize fov so that there aren't weird artifacts

May 2017, Week 4

+ Cleaned up some code
+ Finally got a screen to display player's skills
+ Hotbar is now fully functional
- So. Much. To. Do.
- Really need to refactor the UI stuff
- Probably shouldn't put off implementing re-bindable keys any longer

May 2017, Week 3

+ Skills now divided into classes. Classes level up and unlock more skills the more you use a skill in that class
+ Reworked saving and loading to be less terrible
+ Players can now move to the edge of a zone to go to the adjacent zone
+ Fix some random bugs involving player position on the over-world map
- Code base is a mess
- A few new bugs popped up
- I haven't practiced art in forever

May 2017, Week 2

+ Cleaned up some of the procedural generation
+ Saving and Loading Npc and Player data is now fully implemented
+ Started work on the skill system
- Lots of little things to clean up

May 2017, Week 1

+ Finals are over so I got lots and lots of tasty progress done.
+ Moved from static world to procedural generation for worlds and levels
+ Moved from static NPCs to procedural generation for NPCs
+ Implemented procedural generation for sub levels
+ Implemented Save/Load system for worlds, levels, sub levels, and players
+ Started work on saving the state of NPCs
- No demo because the game is not fun and doesn't have much meaningful content
- Really need to work on the rules for the procedural generation.
- Maymester classes are starting today.

April 2017, Week 4

+ AI Bugs Fixed
+ Trade/Shop System implemented
+ Started work on saving and loading
- UI work is a nightmare

April 2017, Week 3

+ AI is much more functional?
+ Actors now drop items when they die
+ Started work on being able to have summons/companions
- There's some weird AI issues that only crop about 5% of the time that are really hard to track down

April 2017, Week 2

+ Cleaned Up Some
- No new features implemented this week
- More complicated AI is causing massive issues for me
- Finals this week and next

March 2017, Week 5

+ Clean up some issues with the hotbar
+ Items can be picked up off the ground
+ Started working on filling out the AI functionality (Factions and interactions)
+ Framework for quests
+ Shitty UI for displaying quest progress
- Only one type of quest right now (kill x amount of monster y)
- Never enough time in the day

March 2017, Week 4

+ Planning out what I actually want these systems to look like
+ A few more spells and items to play around with
- No idea what I'm doing
- School/Work has been a real struggle this week.
- Feels like actual progress is stagnating due to lack of direction

March 2017, Week 3

+ Hotbar basically works now
+ Framework for buying and selling items is in
- The code is a mess
- I didn't think I would make it this far and really don't know what I want the finished product to look like

March 2017, Week 2

+ Field of View/Line of Sight fully implemented
+ Pathfinding Optimized
+ Buff/Debuff system flushed out
- Didn't think I would make it this far, not sure what to do next

March 2017, Week 1

+ Class/Race Selection has more info
+ Made a dev item so i stop dying to slimes
+ Groundwork for buffs and debuffs laid
- No demo because life is suffering
- The code is a mess

February 2017, Week 4

+ Class/Race Selection
+ A few more items
+ A few more monster types
- Pathfinding need better optimization
- The code is a mess

February 2017, Week 3

+ Lot's of UI work
+ Inspect Panel Implemented
+ New Healing Spell
- Pretty sure I broke the npc stat system
- Lot's of refactoring to do after all the UI work

February 2017, Week 2

+ Lot's of random generation for enemies (type, number, level range, patrol path)
+ Started work on some UI for a pop menu to inspect enemies, move to locations, change equipment, etc
- Art is still hard
- Life is still hard

February 2017, Week 1

+ Refactored e v e r y t h i n g
+ Still grinding out them art skills
- Duel Links/Fire Emblem Heroes stole three days of my life

January 2017, Week 4

+ Implemented some placeholder UI
+ We have a character info screen, character equip screen, and inventory
+ Fixed a problem with AI not path-finding around units
+ Icons for spells, characters, items implemented
+ Have patrol paths for AI now, easy to implement and change at runtime
- Need to work on line of sight/fog of war stuff
- a r t i s h a r d

January 2017, Week 3

+ We have a hotbar for our abilities
+ We have a character stat screen
+ Abilities now only fire if the target is within range
+ Range indicator for what is in range and what is out of range
- Art is hard
- Really need to figure out how to implement LoS/FoG
- Real life slows everything down

January 2017, Week 2

+ Refactor stuff for player NPCs, should make life easier going forward
+ Started work on an ability system
+ Started working on some hot art skills
- Still no idea what I'm doing
- Crippling doubt