Development is going well, so far, though it's hard to show off bug-fixes, and scripting headaches.
This is a more technical, boring talk, so check attachments for more things to look at!
One thing I can showcase (well, technically two) is our first rotation sprite to show off mid-UDTF imp action :P. It's only a standing idle pose, but the video in the attachments shows it off in-game. He has been given a four-letter sprite name (something something 90's game limitations), so... introducing the "PIMP" (thanks, Bingturong for the name x3)
It's not clear if I plan to continue in this direction. I'm only experimenting. But even if I drop the "PIMP", I'll try to make sure all graphics can be viewed in game, even if it's messy by the end. Which leads to a special development toy: the MANNEQUIN
The Mannequin is just a special enemy that I made to test sprites and rotations. It doesn't fight, it doesn't get hurt, but it can be 'used' and 'punched'. For now, I can 'use' Mannequins to cycle body type, and then 'punch' it to cycle "color transitions". A lot of GZDoom coding is pretty clunky, so I have to hard-code the sprites. I'm working on it, though.
If you look at the video, you can see the "PIMP" rotation (and Mannequin) in all its glory.
Expect to wait a while longer as I learn the limitations in ZDooM and hack around it more.
I'm trying to make the playable toy available soon, but it's really buggy right now.
Oh, also, the new "Rood" avatar is still being worked on. I haven't forgotten x3