Jinzo

March 2017 (Week 2)

+ DD13 released.
- Returned to the industry. Will keep working on this project with spare time, but won't visit the thread often.

March 2017 (Week 1)

+ redid some portraits and enemy graphics
+ created some new tiles
+ probably did some code changes but i cant remember
- broke all the old demos by adding new tiles because of the way tiled indexes maps
- made 16p tileset and not sure if i should switch to it or stay on 24p
- tried out a visual bt scripting sytem but bt sucks for level scripts compared to fsm

February 2017 (Week 4)

+ 8 direction shooting
+ combat shield
+ armor destruction improved
+ pause/equipment menu
+ swappable player weapon graphic
+ parallax and sprite tiling shaders
+ new enemy with rotating shields
+ grounded soldier enemy with 8 direction shooting
+ updated graphics of several more enemies
+ more things i cant remember
- broke jetpack soldiers who now appear as a limbless player character
- 2d physics engine keeps flipping out ragdolls
- engine broke all my fonts suddenly (again)

February 2017 (Week 3)

+ faster workflow for testing out different native resolutions
+ made one single tile
- sorry

January 2017 (Week 1)

+ scrambled together a bunch of rooms for the demo
+ made some new music
- i feel like i did a lot more but forgot already

December 2016 (Week 5)

+ scripted battle sequences
+ better destructible tiles with pathing support
+ updates to enemy sprites
+ improved scrolling transitions
- content pipeline is cumbersome
- animation and scripting especially

December 2016 (Week 4)

+ improvements to player movement
+ started working on better tutorial
+ dynamic bullet trails
- lots of physics problems still

December 2016 (Week 3)

+ flute
+ fixed pathfinder bugs
+ integrated the audio system the fable guys released
+ respawn room started

December 2016 (Week 2)

+ walk animations for player when landed
+ perspective background support
+ fixed some more collision detection issues
- this engine for 2d games (ノД`)・゜・。

December 2016 (Week 1)

+ a* pathfinding based on tiled maps
+ enemies with animated melee attacks
+ lasers
+ enemy expression bubbles to replace health bars
+ fixed enemies escaping level after colliding with player
- they still do it when in ragdoll mode because it uses default physics
- wasted a bunch of time fixing editor scripts which broke in the latest engine version