1. Started working on, completed, adjusted, broke, fixed, adjusted, and finally broke a new enemy script- a Helm Horror darknut! He carries a really big sword, and sticks it out in front of him to run at you if he spots you (Rope movement, eSword script mod). Smack him with the hammer and his helmet flies off (spawns a new enemy, the Helm- Keese Tribble movement). His helmet flies around for a while, and if you don't swat it down, it turns into a full fledged Helm Horror (but see below)!
Meanwhile, the rest of the body continues to walk around, headless (shieldless), still holding the really big sword.
Eventually, the Helm Horror will speed up tremendously when struck with a hammer (maybe replace the enemy with a new one mimicking the headless (shieldless) variety.
The Helm section does not currently spawn with another big sword, because of limitations to the eSword script (well, limitations on my ability to modify it).
Currently, there is a limit of one Helm Horror (with sword) per screen. But I'll get it figured out.
2. Played with, broke, and eventually fixed a mod for the Epona Script. With the Roc's Feather, Epona can now jump. Graphics are still primative, but not bad. Still working on getting him to jump over water and other non-walkables (it'll have to be with flags, which is a chore but might be worthwhile).
Still can't figure out how to make his sword show up when he swings it, while riding Epona.
3. Spend several hours on dungeon tiles for a giant mechanical dungeon, complete with moving cogs and environment puzzles. For example: a room with many floor triggers in a maze, and each trigger causes a giant cog with teeth blocking the north door (but with one tooth missing somewhere) to move forward one tooth. Move onto another floor trigger and you reset the first one, and move the cog forward again. Now, get from door A to door B such that the cog is in the correct position so the missing tooth allows you passage when you get there.
4. Started removing items from the Init Data, now that it is possible to get them in the game. You no longer begin with a sword, bombs, super bombs, or magic containers. Eventually, once the various items are in place in-game, they will all be removed from the Init Data, and playtesting can begin! Wow, that I can start thinking of actual playtesting on the horizon... I'm getting excited that this thing might actually get finished!
Edited by symbiote01, 20 July 2011 - 04:25 PM.