First devlog post here!
Most of the things that have changed since last week have been more "under the hood". For example, the game now utilises a Z axis even though it's completely 2D. This is used for proper depth sorting, and for collision detection. We wanted to put objects on top of and under other objects, and allow them to bounce off the floor, and so on. It wasn't impossible with just x and y, but it would have meant defining specific rules for specific objects, and then modifying the screen y. It's easier this way, and better this way.
An example of this new depth sorting happening when shooting objects off of tables! (Vine)
Vine.co
A bug where touching wagon wheels would spawn gibs indefinitely. (Vine)
Vine.co
Is there a way to embed Vines on here? *Shrug*
That is all. Catch ya next time!