I was wrong about what I was going to work on last week. So sorry about that. I'm pretty happy with what I did get done, though. Mostly audio/visual touchups.
What's new?
The Castle Assault level has gone from awkward, pure white primitive shapes to being fully textured and modeled. It has a train! And grass. The buildings have shape and texture to them.
The laser turrets now play a sound when they're firing. Should be a bit more obvious if something's happening. Sorry if the sound comes out a bit harsh.
Health indicator. There's a ring floating above your head now to indicate your own health. It also provides a bit of the 'cockpit effect' when looking upwards, so if you move your view such that the dragon is out of your field of vision, you're less likely to get motion sick!
Health regeneration. If you don't get hit for 4 seconds, you start to get your health back, though it's pretty slow for the moment.
What's next?
Considering it went so well last time, I'm going to say that I'll try to shape up the Ball Pit some more, touch up the green magic speeds. That second one should be really easy (just changing a ratio).
There's a chance I'll be distracted by trying to make a new mode, like assaulting a giant robot. Getting the flight code such that you could ride on the moving balloons and trains and such is actually most of the work towards a Shadow-of-the-Colossus-but-you're-riding-a-dragon-too scenario. I think it'd be super rad to fight a monster while crawling all over it on a dragon.
At the very least, I want to let you guys fight a giant airship.
Just ideas, obviously. Limited to the fact that it's just me.
Cheers!