Recap continued : 2017-2018Also in 2017, I
reworked player sprites, separating parts so I can more easily change weapons or shields, or swap player characters.

Previously I brute-forced this by just creating a separate modified sprite set for
Player 2, but this was quickly becoming unmanageable and sure to become even more impossible to deal with down the line, so it had to go.
2018That year was fairly uneventful for the game. Aside from freelance work I was mainly busy developing the v29 update for
Guppy on Steam and
itchio, and getting the iOS version updated and working again after wrestling with the *nightmare* that is certificates and provisioning profiles for what seemed like forever.
Though the game disappeared off the App Store soon after, as
I refused to keep paying Apple's ridiculous development subscription fee, so that may have been a waste of time and money... There will probably not be a Mac version of Hellas.
Things I did work on that year:
-
Improved the switch between mouse and gamepad in the main menu
- Did some
clean up and fixing having moved the project to GMS2, also learned new stuff.
The one major bit of progress I made was a first attempt at
procedural trees, developed as part of the annual
PROCJAM.

Given that
much of the Ancient Greek landscape was forest I need a way to efficiently build
a lot of trees for this game, and in a specific art style. Generating them from modular custom parts seemed like a good solution. So far I've got adaptable cypress trees. More work to be done, but seems promising.