Full notes
Full BloodSpiller update
Read the full published notes in a cleaner layout. The original post stays linked below.
Bit late...
So yeah, the holidays happened and definitely threw things off for me a bit there, sorry about that!
The good news is, I've made a lot of under the hood changes to the game that will help with development long term! I'll give you a list of stuff
-The player is now state driven! This make changing and adding things to the player controller MUCH easier, especially when it comes to debugging. This required a lot more reworking of things then I expected, but that's normally how these things go.
-The levels now "reset" instead of just reloading. This took a lot of work to do, but it allows for a lot more flexibility when the player dies and helps with tracking the players progress through the dialogue sections.
-A few other little things like having enemies that chase the player instead of just move back and forth.
-I finalized the art details for the first level and got the rest of the tile sets from my artist! Got a CRT filter setup and added some Cinema bars to give it that classic NES vibe. I also cleaned up the health bar and centered it to keep the players eyes from having to move around during game play as much!
Steam post image
Steam post image
I'll be back with more updates as soon as I have them! Thanks for the support!
Source
Changelog.gg summarizes and formats this update. How we read updates.
