Changes:
Added support for animated tiles, more of these will be put in the game later for more atmospheric effects and such.
Worked some more on that new area, a tiny bit of it shown in the new gif above.
Pretty much finalized the previously talked about new mechanic related to that area.
Added two new upgrades.
Added a new special tile type.
Reworked an old existing upgrade so that it has more features.
Tweaked player physics a bit.
Added a few new player sprites.
Reworked player room transfer, you now retain your x/y position from the previous door entrance instead of being placed at a predetermined location.
Had to update every single room in the game thanks to the change above, but it was worth it considering how this can be used as a gameplay mechanic.
Fixed issue with jumping when "too close" to the ceiling, this distance check was way too large.
Fixed the "take damage" chromatic aberration effect showing up on the death screen making everything hard to read.
Fixed some enemies being behind tiles when they really shouldn't have been.
Reworked a bunch of old areas to make them more interesting and added some new challenges/puzzles.
------------------------------------------
This devlog would have been a lot longer, but to avoid spoiling upgrades and such, I decided to leave it out.
I guess I don't have much else to say this week either.
But feel free to leave a comment with some feedback or something!
Anyway, that's all I got this time.
2 comments