
Roguefall update
So, turns out platformer physics is tricky, especially when you add the complexity of wrapping the world Asteroids style and modern tropes like wall jumping and dashing. There are various edge cases. What started simple has now become a lot less so. Might have to just remove some of these altogether. Just shows you how much heavy lifting modern game engines do when it comes to physics. We get so used to it.
Still managed to add quite a bit, such as targeting and shooting projectiles. Enemies are recognisably different. Added a few items. Copied over a log messaging feature. Added Godot's new AudioStreamPlaylist that makes handling background music so trivial it doesn't even need a script!