gamedev
Boss now has sound effects when shooting energy balls.
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gamedev
Boss now faces the player (within the constraints of 4 cardinal directions).
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gamedev
Boss now teleports.
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Peter Theil is a shitty technocrat LARPing as a libertarian to make himself look like one of the good guys. He has made his fortune off of government and military contracts, including mass surveillance tools for Israeli intelligence. James Corbett has made a series of articles documenting Peter Theil and his career, showing how he is no better than Bill Gates or Klaus Schwab:
https://corbettreport.substack.com/p/the-strange-story-of-peter-thiel
https://corbettreport.substack.com/p/buying-politicians-is-easy
https://corbettreport.substack.com/p/peter-thiel-is-a-vampire
People REALLY need to start calling out these controlled opposition technocrats like Peter Theil and Elon Musk. I'm tired of people falling for their traps.
gamedev
Added the fourth (and second to final) boss. I plan on having it teleport after shooting.
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I just knew that the water fluoridation defenders were going to turn it into a "class struggle" issue.
"Oh you don't like fluoride in the water? You must hate the poor."
https://www.yahoo.com/news/taking-cue-rfk-jr-winter-201157903.html?fr=sycsrp_catchall
gamedev
Started creating a prologue for when you start the game. The White rectangles appear presumably because the font I'm using apparently doesn't support apostrophes.
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Well it seems like Qortal, despite being blockchain based, is aware that many blockchain projects are flawed or outright scams. They seem to have taken effort to make sure that Qortal is actually decentralized by making all users nodes, and the extensive documentation probably means that they are WAY more competent than nofish (the ZeroNet dev). They also plan to include mesh-networking in the long-term, so this can even circumvent the physical structure of the Internet.
gamedev
Fixed the bug from the last video.
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gamedev
Added a third boss, which can be hit anywhere except head-on.
You may notice a glitch around 00:35. I have no idea how that happened. The sword is still in it's place after the last thrust but it sets the "active" flag to false when not in use, so it shouldn't be detecting collision.
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