08/01/2018
- Main menu updated and primary button list availability limited based on user progress (both still need work), also crew creation interface changes to suit the opening sequence basis
- Opening/introduction sequence structure updated and starting area map started from scratch
- Tutorial graphical assets created and implemented
- Various sprites/animations pertaining to the opening/introduction sequence created and implemented
08/04/2018
- Character creation intro sequence updated with an NPC exchanging dialogue with you using a typewriter animation
- AI in-game task/dialogue ordering for the opening sequence started
- Machine race base sprites added/implemented
- Combat dummy, water fountain, and torch animations created/implemented
- A few static structure sprites added with new room-objects for each
- Starting area custom surface map started from scratch
08/06/2018
- Opening sequence task/dialogue ordering implementation continued
- Character personalities and personality traits implemented with a graph display in the character creation interface
- Character animation debugging interface implemented to aid in the process of creating smoother animation values in the future
- Quick-start debug button added to game start-up interface for convenience
- Spike trap assets swapped out and a number of new structure objects created
- Basic raft transport sprites created
- Game title display animation recreated
08/08/2018
- View zooming implemented with 5 different scales of zoom (Object GUI-coordinate translations reformatted based on the level of zoom)
- Building customization interface started (you will be able to set certain styles and features for each building, along with color options for various parts of their sprites)
- Crew flag will now display on your buildings
- New building door animation implementation to make door customization possible
- Extensive performance optimization updates; reduced the number of objects active at a time and eliminated the object ordering loops
08/10/2018
- User ship object display added to main menu interface
- Performance optimization updates/fixes continued; dynamic shadows and reflections completely reworked, using far less draw calls than before (both of which could still benefit from further optimization)
- The map and mini-map are each created as single sprites during an area’s initial load
08/13/2018
- Wrapped up dynamic shadow & reflection reworks
- Restructured object/surface draw order
- Compressed boundary sub sprites into new custom sprites for better performance
- Placed a number of larger sprite assets into texture groups and implemented texture flushing at the start of new rooms to help maximize performance
- Water particle effects enhanced (may be one of the coolest things I have ever done without meaning to)
- Dialogue windows now scale more appropriately based on the amount of text
- Enemy NPC color randomization variable implemented
- WASD movement control setting progress continued
- Tree depletion animation created, and tree degradation particle effects added
08/15/2018
- Performance optimization continued (more texture groups added, and certain texture groups are now drawn together to minimize the number of texture page swaps) and countless performance-related bugs fixed
- Numerous tree depletion animations added with updated masks
- Dialogue interface rework continued
- Map custom sprite updated
- Attack timing bug fixed and farming interaction bug fixed (both originated as the result of new custom character sprites)
- Light source shadow radius now displays with a gradient
- Hover object animation recreated
08/16/2018
- Menu background water animation updated with particles
- Flooding effect mechanics started
08/18/2018
- Flooding effect mechanics continued
- Opening sequence continued and a few error integrity checks implemented
- A handful of sound/ambience effects added/implemented (walking for dirt/wood/concrete, wind, water submergence, water colliding, lever use)
08/19/2018
- View shake effect implemented to simulate an earthquake
- Flooding effect mechanics continued; solid structures are now physically affected by a collision with the flood
- Rock gathering particle system effect added
- Object water-movement particles added with sound effect
08/20/2018
- Light source ellipse gradient created
08/28/2018
- General bug fixes (most notably object GUI coordinates readjust properly based on zoom scale)
- Opening sequence progress continued (now properly transition to a randomized island that you will claim as your initial headquarters)
08/31/2018
- Light source radius now affected by mountains again using the new shadow functions
- All object GUI coordinates updated with new adjustment functions
- Structures are now set to be movable/immovable by flooding upon creation, varying based on the specific structure
- Flooding object movement and effects updated
- Opening sequence continued (crew-mate now instructs you to check for hostiles and find an area to build your first headquarters)