Day 301
DAY 301 - February 13, 2012
Took a break from prototyping and fleshed out some other areas on the map.

(Source: forums.tigsource.com)
DAY 301 - February 13, 2012
Took a break from prototyping and fleshed out some other areas on the map.

(Source: forums.tigsource.com)
DAY 300 - February 12, 2012
Worked on another prototype level from my list.

(Source: forums.tigsource.com)
DAY 299 - February 11, 2012
Finished previous teleport-themed level.
Jammed out another defense level, themed around bomb arrows.
Added text only buttons to the logbook.

(Source: forums.tigsource.com)
DAY 298 - February 10, 2012
Finished the first in my list of prototype levels (pictured in yesterday’s post), started working on one themed around teleport arrows.

(Source: forums.tigsource.com)
DAY 297 - February 9, 2012
Working more on ai directors and defense missions.
Enemies can only spawn on off-screen spawn points.
Some enemies will target player while others go for defense points.
Fixed win conditions so that it’s not over until all enemies are defeated.
Made enemy spawn rate a sin curve.
Bows can now be gotten in chests.

(Source: forums.tigsource.com)
DAY 296 - February 8, 2012
Working more on ai directors and defense missions.
Added some win/lose conditions.

(Source: forums.tigsource.com)
DAY 295 - February 7, 2012
Still working on ai director for defense missions.

(Source: forums.tigsource.com)
DAY 294 - February 6, 2012
Setting up a defense level prototype on a moving ship.

(Source: forums.tigsource.com)
DAY 293 - February 5, 2012
Started attacking the list of prototype levels I finished earlier.

(Source: forums.tigsource.com)
DAY 292 - February 4, 2012
Integrated some sweet-ass Hyperduck Sounds.
Restructured the test rooms into a “testbed” map so I can easily get to all of them.
Updated map and main menu and added a couple new fonts for various UI elements.
Started working on saving/loading for logbook entries and backpack items.
Added three save slots and appropriate menus.

(Source: forums.tigsource.com)