Brief summary of what was done since the POC Demo:
- optional content for FP is done, tied-to-it upgrade system for the walking character is done;
- main puzzles are designed but neither coded nor modeled yet, platforming sections for main puzzles are also not done yet, placeholders for various main structure stuff are down tho;
- FP's world fully greyboxed, some additional geometry placed, test version of hazard (i.e. damaging) zones coded and placed;
- lighting and skybox adjusted for all areas of FP (in highly artistic ways);
- guiding lasers set up and operational;
- might've fixed the soft lock landing bug;
- probably a lot of other stuff that I can't remember right now because I don't waste 75% of my dev time on live tweeting the process waiting in desperation to have the assumed virtuousness of my confused adopted yesterday identify co-signed by NPCs.
Things to tackle before an Early Access -type build:
- A shuffle for locks on puzzle structures, enemy placement;
- Main puzzles (already designed but need to be modeled and coded, plus the platforming sections need to be done as well);
- Transition into the second part of the game (for the build to have at least some sense of finality);
- Random geometry to make flying a tad less straight line-y;
- Getting areas out of greybox state;
- New SFX and music;
- Save system.
Goals for February (aka Feb’uary, for my American friends):
2) Main puzzles (at least modeling the necessary parts and doing the platforming elements of the structures: coding the puzzles themselves in addition to the previous two things probably won't be finished until the month is over);
5) Getting areas out of greybox state (if magically I am done with main puzzles before the end of month).
That's all. Thanks. Bye.