Thanks guys
I can no longer count the number of times I've said this, but we're so close to having it ready
It's just we'll be working to get one thing done, then think "you know what would compliment this well? a brand new enemy!" or something, and then there's always a few glitches to clean up, re-balance everything etc.
Today we discussed how we'd handle the multiple paths in the story, and while it's been simplified a bit, I like the compromise.
(wip)
especially since it means we won't need to include some sort of "level select" option
Some of you might think Twinsen does nothing new, and while that's true, remember that's true for just about everything.
During the course of developing this game, I've watched a lot of open forum discussions and presentations about video game design and the philosophies behind them, and I've realized the smartest thing to do is simply make the game you want yourself and have it as god damn polished as possible.
And I truly think the last (commerical) game to follow that philosophy was Yoshi's Island on the SNES.
So while it may not be something "new", It's not trying to be
and domo, I think since the last build you played we've added all the crouching abilities.
But to be honest, it's hard enough to keep track for myself when new stuff was added, so I'm not sure if there was something else too