| Wow...Looks like I took a year off from this one.  But I've learned a tremendous deal of new techniques since starting this project.  The later segments of the game will be sure to include these more advanced aspects. 
 Here's a current situation report on current features:
 + custom platform movement
 + different animations for running, jumping, and falling (particularly proud of this and how the little guy looks)
 + solid platforms that cannot be jumped through, as well as "ledges" that the player can jump through and then land on
 + moving platforms, activated by the player shooting a projectile at an activation switch (appears as a large, red crystal that spins once activated); on some later levels, these platforms are time-sensitive, and need to be reactivated
 + "trampolines" that allow high jumps when the player bounces on them
 + implemented the player's weapon: throwing magical dust on enemies that freezes them for a short time, rendering them harmless
 + eight out of ten levels are completed
 + final artwork is about 85% complete
 + three different enemy types, each with different styles of attack
 
 TO BE IMPLEMENTED:
 + two additional levels await completion (to make 10 total)
 + finalized artwork, including parallax backgrounds and more special effects
 + an intro screen; cutscenes between levels
 + music; not sure if I'll have MP3s of live music recordings (my personal preference), MP3s of studio music, or rely on MIDI music (the worst-case scenario, to be honest)
 
 The included screen shot shows the third enemy, which launches a snowball at the player once spotted.  Please note the final background is not displayed in the screen shot.
 
 TARGET RELEASE DATE:
 I intend to finish this project before 1st January, 2009.
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