I've made some improvements to the Fire, it now cast a redish light on objects and flickers out as the fireball fades away. I am quite pleased with it!
And what's this?! It's our bloby friend back from the first Demo. We're working on some preliminarily enemy AI functions. You can see the blob in it's “ambush” state bellow, complete with a little rock particle effect, it needs some work but definitely gets the popping up from the ground thing across.
So just like the first demo the blob pops up from the ground to ambush. One thing I am having it do now is when you get so far as to have it stop chasing you it reverts to it's idle state, which for this guy is hiding underground waiting to ambush! In the first demo they'd crawl out of the ground and just wander from there, but here they get ready to surprise you again in a new location! Well…the spot it gave up pursuit at anyways.
Oh and finally, I almost forgot, we have the beginning of the HUD. With a mental, experience, and level indicator. It's subject to change but I am rather pleased with this one.
I hope to get a playable demo out by the summer I want to at least provide as much content as the first demo which would be something like a couple of rooms and a boss fight, and hopefully a new spell to play around with.