Week 4, eh? This is the most consistently I've ever blogged about anything, and it's become pretty rewarding. I had all four wisdom teeth out yesterday, and was genuinely bummed that I didn't have the energy to make the self-imposed Wednesday deadline.
Even though it's been less than a month since I started the blog, I recently compared the first released Sunchasers build with the today's and can already see / feel some noticeable differences.
I was at a cottage with family this past weekend, so there weren't as many changes this week as I'd have liked, but there are still some pretty cool ones that I want to mention:
- The actor template has been finished (HOORAY!) so real player art can finally begin.
- The template took too long, and there's a longer blog post inside of me about the upsides and downsides of scaling ambitious goals to meet the time budget available on a one-man part-time development team.
- The player graphics have been updated to use the new actor template so that I could see how all the new animations looked. The player won't be naked next week, I promise :p
- The screen now shakes whenever the player gets ejected from a seat or hits the hunger / bladder limits to make it a bit more obvious.
- The snackbar has been completely redesigned, and is the single nicest piece of pixel art that I've ever made. I'm proud of it, and it's cool to see the player sit on a stool when eating.
I've just yesterday had my wisdom teeth out (which is why this post is a day late), so I'll be out of action until the weekend at least. That means next week's release probably won't be earth-shattering, but I'd like to get either the male or female player sprites finished for it.
The dentist has advised me against talking much for the next couple of days, so I guess I'll wrap this up here and get back recovering. See you all next week!
Ready to try out this weeks' release? Click here to play this week's Sunchasers build.
The code for this week's build has been tagged on GitHub for your perusal as well.
As usual, drop me a line in the comments to let me know what you think, and log any bugs / suggestions / ideas in the GitHub issue queue.