Sorry it’s been so quiet everyone! I haven’t been working much on the game other than concept work for the upcoming areas. Suppose I might as well let some cats out of some bags-

-Remember the old funky water placement in Sam, where you’d get a blob of water suspended in midair? They’re back! I’ve also updated the water part of the engine to support variable strengths of torrents which hold the player back. There’s also one new swimming method which makes navigating through torrents easy. But that’s not for today!
-I’ve visually updated the first boss and tweaked him a little bit. Just added a network of pipes and (out of shot) some cogs that control his little Van de Graaff generator.
-This might be the time to talk about Medals. In the game there are 32 medals waiting to be collected. Whenever you fulfil a certain task (that’s outside of the normal game, barring boss fights), be it serious or silly, you get a shiny little medal. These are viewable from the game menu and have a progress bar to show how many you’ve collected. They’re just for fun really and add to the replayability, plus there’s a bit of mystery around them as some characters will give you cryptic hints at some of the less obvious ones.
In a short while I would have finished chapter 2 for Tormishire. The first one was done a while ago if you folks remember and it was about introduction and setting the scene and tone and that. The 2nd one is about direct challenge against the player; it’s basically a giant level styled on the concept of one of my first games; Trip to the Top. The 3rd is likely to be about exploration since you’ll have enough items and skills at this stage to break away from the bottlenecked introduction. Think Twilight Princess when you first reach the Hyrule Field!
-Spell! Think I might have uploaded this before!