Parallel work is always a good thing

Time for a new recap update. More info after the jump.

  • Mask code has been updated thanks to a side project I was working on. Now we have an optimized bit packer class to fit all sprites in the best possible manner.
  • RPD room projects are now being retooled and optimized for actual usage and fillage.
  • I’ve restarted working on support player AI. This should come in handy soon for cutscenes and for other general purposes, like John fighting along with Elza in the RPD boss battle (Marvin should have a similar segment somewhere).
  • Just like mentioned in the previous update, there has been parallel work on further stages of the game. Speaking of which, sewers are reaching completion as you can see in the pictures below.

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