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!
February's task is to improve the combat system and create a system for enemies and their AI.
The author of the blog is Niften, or Sour Apple. He posts weekly, usually on the weekends on Saturday.