Unnamed Pixel Platformer

October 2017 (Week 1)

+ More work on the special attacks
+ Some optimizations for ground collision testing
+ Workaround for a strange driver bug for a snes controller adapter in linux
- Need to come up with a better way to generate mappings for unsupported controllers
- The same adapter doesn't work at all in windows

September 2017 (Week 4)

+ Upgraded the attack system to work with multiple hitboxes per attack
+ Some work on a level end screen
- SDL2 update brought a handful of new issues that had to be fixed

September 2017 (Week 3)

+ Huge menu refactor, much more sensible now
+ Implemented a new attack (yet again), no sprites yet though
+ Fixed bugs in controller handling

September 2017 (Week 2)

+ Completely changed how the lightning attack works, hopefully more interesting this way
+ Enemies now avoid spikes in addition to walking off cliffs
+ Simple color effects on sprites and tiles implemented
+ Fixed bugs in the rolling attack physics, bounces should be more predictable now
+ Better error handling (generating placeholder textures if files are missing etc.)
- Can't outsmart your enemies anymore

July 2017 (Week 2)

+ Adjusted collisions to make the roll bounce smoother overall
+ Fixed a rare bug where the player could get stuck in a jump state, unable to land
- Still nothing actually new since last demo

July 2017 (Week 1)

+ Fixed a game crash and a handful of other bugs
+ Adjusted some of the attacks based on feedback
- That's all, no new stuff

June 2017 (Week 5)

+ Posted a demo for DD15
+ Made a new level to show off the new features added since last demo
+ Some new sprites for enemy hurt states
+ Fixed some issues based on demo feedback
- One year in the making, and still no name

March 2017 (Week 1)

+ Added a new plant-type enemy
+ Support for tiling background images
+ Worked on a new level
+ Made changes to the camera to get rid of strict position locking, not sure if this is an improvement however
+ Added look up/down back to the game
- Need to actually draw some backgrounds now

February 2017 (Week 4)

+ Started working on the game again after a long break
+ Added a fade out/in transition between game state switches
+ Gave snakes a basic attack to make them more threatening
+ Rebalanced attacks a bit, made roll bounce off enemies instead of passing through
- Still short on time for dev

November 2016 (Week 3)

+ Added basic moving platforms with pixel-perfect collisions
+ Identified the cause of stuttering issues on some systems, and mitigated the issue
+ Fixed text alignment bugs
- Need to draw assets for the platforms now

November 2016 (Week 2)

+ Improvements to text rendering, now with alignment and multi-line support
+ Added a timer
+ Slightly balanced some moves based on demo feedback
+ Fixed a bug with the magic orb shield launching an invisible projectile
- Will need to come up with better fonts soon

November 2016 (Week 1)

+ Added a handful of new attacks
+ Fixed rare game crashing bug
+ Fixed some items phasing through the ground
+ Some work on a new level, and updated old levels to work with current builds
- Not much has changed since last demo

October 2016 (Week 4)

+ Added a magic bar to the hud (and removed stone counter)
+ You now regain magic power by killing enemies
+ More experimenting with new attacks
- Still not sure what kind of attacks I want in the demo, and no new sprites yet
- Encountered a crash I haven't been able to reproduce

October 2016 (Week 3)

+ Refactored how player attacks work, making it much easier to add new ones
+ Experimenting with new attacks
+ Fixed a bug with positional sounds keeping playing when starting a new game

October 2016 (Week 2)

+ Fixed inputs carrying over to game from menu and being unable to restart the game
+ Fixed healing over max health
+ Some small refactors to remove hardcoded values