As for this weeks progress update: I don't have new visuals to share, but I did put out a new commission some days ago. so things should pick up again next week. I AM working on a HUD rework, but that´s using quick and dirty placeholder sprite work, so I'm not confident enough to share that just yet.
A while back I said I would re-evaluate the project now that Micah left. Basically, combined with the overall pace of things, it is not feasible to get a demo out by the end of summer. I was working on the assumption that I would have 2 team members to help out by early Q2, but that did not happen. As a result I'm going to be aiming for a december demo, with a smaller scope. Things can still pick up rapidly with the right supporting members, but it seems prudent to plan more cautiously this time around. And by smaller scope, I mean I'll not be spending energy on kickstarter preparation anymore until the demo is out. And that I'll not be spending too much effort into promotion of this server and the game until then either. You can still expect the customary weekly progress reports. I've been posting those for so many years now that they've become like second nature by now 😆
Progress report:
v0.26.24 (12 apr 2022)
* Further cleaned up coding behind Link's dynamic tunic coloring
* Made some more progress on the new HUD setup
v0.26.25 (15-16 apr 2022)
* Put out a new batch of sprite commissions
* Changed mp and hp HUD indicators. Placeholders graphics for now
* Magic usage no longer cut by 1/2 and 1/4th upgrades. Instead the magic values get increased.
*Magic 1/4th usage upgrade changed to 1/3th usage
* Removed sound overlap when cutting multiple grass patches at once
* Edited screen position of HUD counters
* HUD bomb/arrow/rupee counters now only shown after picking up when collecting more (or paying)
v0.26.26 (17 apr 2022)
* Minor changes made to new tileset
* Tweaked positioning HUD counters
* Got sick