*Gif*

Surprise! It's been 3 years since my last post and I've been working on the game this whole time! I'm just too lazy to post, cause a lot of the changes haven't been visual, until recently.
My birthday is tomorrow (I'll be 23), and it's given me thoughts of how much I've learned since I started working on this when I was 18. My code has gotten much cleaner. I've learned about shaders, optimizing, game design, physics engine programming, making better music, sound design, the list goes on.
I'll talk about one thing to get myself back in the swing of things here on TIG- Physics.
The physics engine has improved immensely. It's much more optimized than before as I've implemented a resting system and spatial hashing. All objects collide with each other and can have different collision behaviors, like mushrooms launching objects into the air. I'm introducing polygon collisions as well. My engine has support for AABB's, circles, and polygons.
I don't want all objects to rotate, because I still want some of that old school charm. Like, you can stack crates without them falling over, and make a stair case or something if you want. I think that's more fun than wrestling with boxes that won't stay stable... but that's just me! So AABB's will stick around.
This opens up the possibility for super interesting object behaviors, like Breath of the Wild.
If something makes sense to you, it should work in the game. Shoot your gun into a mushroom to bounce the bullets to hit a hard to reach enemy. Jump on the mushroom, then shoot down so the bullet comes back to you and damages you, but knocks you higher into the air. Push an enemy into bramble so it gets hurt. All objects also have the ability to damage enemies based on the weight to velocity ratio, unless specified not to. Throw a rock at a thornbulb to set it off and have thorns spray all over the place, damaging the enemies they hit. You can set up some interesting chains of events.
That's just a small portion of what's been new in the game. If anyone has seen this devlog before, I'd like to welcome you back and thank you very much for sticking around with me! More to come soon!

Edit: Some stuff in the gif is a little weird now that I think about it, but I've been so used to seeing it that I don't notice it. There's no chest-opening animation, the trees have no tops... Just try to ignore that stuff lol.