May 2018 (Week 3)
+ Finished the lua console
+ Finished the map tool
- didn't finish sprite tool like I wanted
+ Finished the lua console
+ Finished the map tool
- didn't finish sprite tool like I wanted
+ back in action
+ started a lua console
+ some graphics dev
- months of nodev
+ fixed some movement code
+ drew some new sprites
- drawing is hard
- recovering nodev
+ almost finished map tool
+ turned it into a vs project
- nodevved a lot the past 2 months
+ Added ports: Dreamcast, Mac OS X, Web
+ Added workarounds for SDL_Mixer MOD looping
+ Refactored build process
+ Fixed most if not all memory errors
+ Added more music
+ Worked on game design doc
- No real gameplay additions
+ added snow animation
+ added an idle animation
+ great feedback from demoday, feel much more determined
- writing a game design doc and can't commit to a major plan
- lots of bugs
+ Programmed in inventory
+ Refactored actor code to be more modular
+ Added ability to light paper on fire
- Behind on demoday goals
+ Added global game states
+ Mapped out the shape of the first level
+ Refactored much of the code
- Directionless; have no plan
- Don't know how to make it fun
+ Made a web browser port
+ Wrote a logger, an asset manager, and error handlers
- Fell for the code linter meme
- Nothing I did changed the actual game in any way
+ Changed image format to GIF from PCX
+ Improved collision
+ Created some maps
+ Added AI mapchanging behavior
- Thanksgiving nodev
- I like a girl
- Didn't create all the maps I wanted to
+ Implemented map changing
+ Added configurable audio options
+ Drew a new character
+ Began work on NPC code
- Effort spent on Amiga 3.x port is so far fruitless
+ Replaced old graphics with new
+ Created a perspective mode
+ Implemented nearest-neighbor sprite scaling
+ Math optimizations
+ Finished my spriting tool
+ Vowed to never nodev again
- Nodevved for 2 months