My main story for this session was: find a way to have dropping and bouncing scores like in the Secret of Mana game.
All of the sprites have animations frame by frame and no additional processing. But for drop and bounce I would need to apply a function that provides that functionality and allows the sprite itself to be interpolated and rendered across a path.
Bottom line, every EntityState class accepts Entity and IGeometricTransform as parameters, the last being optional. That means that a State is in control of it's own animation path.
Full session video logs: