Changes in Build 036: Part 2

Hey folks, back again. Keeping this one really short, so let's roll into it.

This time I'll talk about implemented level features and gimmicks.

Changes in Build 036: Part 1

Before I start posting about my current progress, I need to show some of the important changes done to the engine in the last 15 months. I won't cover everything, as some of it honestly isn't too interesting but I'll be sure to hit get important points. Not sure how many parts I'll be splitting this into yet.

Due to the numerous bugs and laziness on my part, this is stuff even most of my testers do not know about. So let's get it started. This is going to be long, so gear up.

First, I'm gonna talk about the changes to the damage system.

Let's start this up!

Greetings all!

I realize it's been a long time since theres been any new information on this engine. The last video was already over a year ago... wow, time flies. I've been wanting to get a new video up for awhile now, but I don't have as much time as I used to anymore unfortunately. Of course, that also means I can't work on the X Engine as much as I want to either. Now, don't take that the wrong way. I've still been working on it as much as I can and it's still progressing very nicely.