Development Progress Report, week 31

This update is running a couple of days late, I know. I’ll try to blame the public holiday at the beginning of the week for that.

Alright, where are we at? Once again, a good week for development, though more on the narrative side than has happened in recent weeks.

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Development Progress Report, week 29

My, what a productive week it has been! Many bugs fixed, and many new bugs created (and also fixed).

If we were just working off bugs-fixed, this would have been a banner week, indeed, since I was briefly creating them as fast as I resolved them. However, there was a whole lot more going on.

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Development Progress Report, week 26

So, 26 weeks is six months. That’s a while, even if I haven’t been working very many hours each of those weeks. Things have come a long way since those first few lines of narrative and code.

This time, there’s a video. It’s short, only twenty seconds long, but it shows some of the options screens in action.

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Development Progress Report, week 23-24

I missed last week’s development blog post due to the pressure of other things, so I’ve got two weeks to cover.

On the narrative side, I’m nearing a long-awaited story milestone. The prologues are complete for each of the eleven protagonists, and all but two of them are written through to the end of the rather dense and complicated first day of the story proper. Once those last two characters are written through, that will represent a major milestone.

That brings us to (today), 88 scenes and 232,814 words. That’s more than Dune (the book), or Neverwinter Nights (the game) [This isn’t a competition!], but we’re not really into the full swing of things yet. That will be in the second Act, which is where the bulk of the narrative technology should start to shine (I hope!).

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Development Progress Report, week 22

Development time this week has been split pretty evenly between code and narrative.

On the code side, there’s a revamp of the narrative-display portion of the UI, plus countless little polishing tweaks, because a UI should not surprise you. Coupled with code-cleanups and optimisation, and that’s a lot of nearly invisible work, but work well worth doing.

On the narrative side, I’m extremely pleased to have now passed the quarter million word mark.

That’s a quarter of a million words!

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Development Progress Report, weeks 20 and 21

There wasn’t a status report last week, because I was without electricity and an Internet connection, as a result of several days worth of getting the house rewired. Even this update is posted a day later than I’d intended.

That is past, and a lot got done during the rest of the time!

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Development Progress Report, week 19

Almost let the day get away from me without writing the update for Week 19. Project board says I’ve got 147 commits for the last 7 days, and closed all of my bugs (though a couple cosmetic ones turned up near the end of it).

Mostly this was an engine-work week again, so mostly working on Argus, rather than SNAFU, but SNAFU got some time as well.

Continue reading Development Progress Report, week 19