Friedrich:
I was able to continue with the story of chapter 7, but I'm a bit slow. Big part of the reason is that there are so many other things to do. As everything in the game is still WIP, nothing feels really finished. But I added autosaves to various parts of the levels and story (this was user feedback), made a few shaders mostly for the foliage Patrick created, implemented a card slot that lets you destroy cards during friendly matches, etc.
As we use Godot's posterisation effect to reduce the amount of colours based on a palette per level, some characters look a bit strange when the player meets them outside their usual habitat. So I added a functionality to tint a character depending on the current palette, and now the troll looks a bit less sickish in the first level ... Another issue that was in the back of my head a long time also concerned NPCs switching places - as the player can decorate the dungeon pretty freely, it could happen that a character would spawn inside a chair for example. I (hope I) fixed this by just hiding nearby decorations temporarily.
Also the Kamis are back, kind of. I reused some code that we used in TRI for little flying entities, this time for a visual effect only in the swamp level.


Jana:
This week was quite turbulent, at least planning-wise. We made a couple of decisions about looking for other financing options to finish the game, creating a marketing plan, and deciding on the month M&M will be released. Now that we're getting closer, our project feels more and more like something that's worth spending more time on - but the money will eventually run dry, and as we approach our third year of development, we're also eager to work on something different.
Our main focus right now is still the last level. Like everyone else, I did my part by creating an old Dwarven mechanism. Also there is still the design overhaul of every screen concerning the cards - and some more. Let's just say there are still places in the UI that haven't received any love yet. We had some good design discussions this week – I’d say it’s a good sign things get polished – though we still need to test a lot!

Patrick:
In the other levels very often we use just regular wood ladders. For this level I made the next evolutionary step for them and turned them into rope ladders. But you have to lower them at first. It's basically a shortcut.
I also modeled and textured some little water lilies for the swamp which Friedrich then (with his magic shader abilities) let them move on the surface of the swamp.
And I made some nice waterfalls. But for these I myself got the hands dirty on the (visual) shader programming. Was fun.
















