Time for the Babus report!
These two weeks have left our brains fried. We've been working on the game design of the gunplay part, deciding which will be its core mechanics and feeling. Sounds simple, but there's a lot of stuff we've had to decide: camera areas, Erin's moveset exact capabilities, collider areas and hitboxes, long etcetera.
Also, we had a design challenge we needed to overcome: we wanted this game's gameplay to be more physical and risky than the one in the prototype's, which we felt favoured a coward style of playing. We wanted Erin to dance with the enemies, rather than escaping from them and shooting from afar. We've tried several things to achieve this goal, and we've settled for a very simple solution: in order to gain ammo, Erin must perform physical attacks on her enemies. This makes for far more agile battles, like the one you see above in that ugly-ass test scenario.
(Sadly, as we've mostly done dirty prototypes, there is not much going on in today's dev build, except from Erin's character being a lot more refined.)
Next goal for these two weeks is to start making it actually pretty!
See you soon!
Babus