Here is where the Tale took the team last week...
Can:
Wrap up boss fight sounds for Nirvana level
Start on sound design and music composition for Surreality level
Sounds for various promo videos
Keith:
Fix legs clipping through robe during roaming monk walking animation
Improve Nirvana boss entrance animation sequence
Chi:
End-to-End Surreality boss fight implementation
Fixes to combat system
Issue where attacks can be quick spammed
Issue where attacks that should be landing aren't
Add flag to control disabling of character collider on death
Implement behaviour to force enemies to lose player detection
Improved visuals
Rockley:
Design fixes to Nirvana and Side of the World levels
Light and occlusion baking on those levels
Sara:
Social content creation & management
Testing various strategies on different platforms
More event research & applications
Establish campaign plan up to launch
Community engagement
Diego:
Wrap up fixes to Labyrinth puzzles
Fixes to Labyrinth levers (sync animations with action)
Fix various room-specific issues to Labyrinth
Integration forced-detection-loss plugin into Labyrinth enemies (when player enters special rooms which the enemies shouldn't enter)
Ivo:
Setup and capture various promo videos
Perica:
Track down issue where spawn after abyss death doesn't properly reset player
Fixes to movement behaviour of magical rocks in Labyrinth level
Add cloth physics to Labyrinth NPC
Tweak wind avoidance mechanic
Various other fixes to Nirvana and Labyrinth levels
