There's not much else to report on yet. I had some good feedback on the melee battle system from some industry folk and I've decided to build upon that. Previously you only had 1 form of attack but the impact would adjust the angle of the enemies movement. Tying in with the co-op mode too and you could have a bit of a laugh playing tennis with enemy corpses.
But I've just added a kind of uppercut move too. Just something to send an enemy vertically - regardless of impact angle. This is a good little foundation for some big combos. I don't want to overcomplicate combat but I also want to make it fun, even after hours of play and with new weapons down the road I want melee combat to be a staple of the game.
I'm also back writing music. Only done 1 full length song so far but I'm quite chuffed since it's my first song in over a year. Partly down to not having the room for my midi keyboard, partly down to just losing all musical thinkings. For those that don't know I was on a photography shoot last year and the folk running it gave me a midi keyboard they found tucked away. And it works a treat! Has 2 programmable wheels which have come in handy when trying to produce a natural sound with orchestral instruments.
The finished thing will be a lot more dense, when the games done I'd like to just go over it adding in secrets and bonus areas. At the moment it's sparse because thats just a guess going off a loose sketch of upcoming areas. My fave is the upper left
Very impressive work, James! And I really mean this... how the hell can you plan all this stuff out? I can't even plan one level ahead and even when I'm doing that, I'm already starting to think about changes on the previous ones ^^