In the past few hours I've been redoing the very messy player controls and movement. They are all now solidified and feel very smooth. All of the player's movement attributes are all monitored by variables, so that they may be changed with ease later on.
This will make it easier to create upgrades for player movement, low gravity on other planets, double-jump implementation, etc.
I also patched up some nasty bugs where the player would fall through blocks.
Until next time!
November's monthly task is to finish the inventory rewrite (Crevis) and to begin drafting levels (Nesus).
The author of the blog is Niften, or Sour Apple. He posts daily near the end of the day, usually before 11:00 PM.