Archive for December, 2011

12 cubes and suddenly…

I’m in Duckburg, woohoo!

Particles + Equippables

I couldn’t resist posting another video…

Missing in Action?

End of the semester means three things:

  1. Deadlines
  2. Finals
  3. Christmas
Don’t despair!  I doubt I’ll be able to resist procrastinating by updating the game (and this blog) but just in case you’re reading this at the end of December and there haven’t been any updates, here’s the todo list as of 11/30/2011:
  • Weapon models
  • Equippable weapons
  • Player stat increases -> in-game effects
  • Enemy/item ‘lock-on’ (mouse over, then hold mouse button -> move to range, interact)
  • Shift + click -> attack in direction
  • Level transitions
  • Knockback
  • Item stats UI
  • Glow
  • The Altar of Sacrifice
  • Drop-at-location
  • Fix item-in-world Physics (centers of gravity are wrong)
  • Limit picking up (LOS + distance)
  • Fix UI alignment issues
  • Refactor AI System
  • Add projectile enemy AI
  • Projectile weapons
  • Auto-detect screen resolution
  • Options menu
  • Battery acid secret level (thanks John Y!)
And a list of possible features:
  • Elemental damage/resist
  • Light-color-based Invisibility (thanks John Y!)
  • Potato-on-attack (thanks Portnow)
And a list of potential enemies:
  • Headless
  • Minotaur (thanks John S!)
  • Cyclops
  • Medusa
  • Basilisk (thanks John S!)
  • Animated Statues (of all other monsters, thanks John S!)
  • Wild Things (thanks Anna D!)
See?  All that stuff is so exciting, but I’ve got to get back to working on other things.  Like, right now!