End of June update
Today I fixed two fairly serious issues.
First, and worst, was that levels weren't emptied from memory once completed. What that means is, if you loaded up the same mission after competition everyone would still be dead. I've implemented a check when you load a level that forces a level to "purge" itself before you play, making sure everything's back to it's starting position and.. un-dead.
Also, I've fixed a bug where player health didn't carry between floors. On death, it'd go back to full on reset. Now it remembers the amount of health between floors.
Here are a few shots from some levels I've been working on;
I also corrected some anatomy problems with the character rigs, so they should now be more realistic in shape (and hopefully now, in animation too!)