Wow! I missed a shitload of updates! I’m not quite sure what happened there. I think just my sleep schedule changing and the weekly devblog update happened to line up this time in just such a way that I ended up not updating for two days instead of one, and then I missed yesterday’s update due to being real busy. Well, okay.
Anyway, I’ve fixed every bug I know of in the collision detection and ground tracking. Ah, wait, not quite true, there’s still an issue with rolling where it flickers into the slope and occasionally can cause a big collision issue that embeds the character into the wall. I may be able to tackle that a bit later today, but it’s a low priority fix since it’s just a glitch and doesn’t change anything about the way the game works, so as long as I fix it in the next couple years before the game ships it’s fine.
There’s a bunch of tweaks I’d like to make to the movements and animations, changing what takes priority over what and how a couple of actions look or transition into each other. That’s probably what the next few days will be mostly about.