In which a valuable lesson about Lua is learned.
If it’s Monday, it must be time for an update!
Feedback is awesome! Seriously.
Managing to get a couple of people to give the game a try was incredibly energising and very informative!
Fun with the story-compiler, the scripting interface, and fonts this week. Also discovered a biggish screw-up.
First update of the new year. Spending New Year’s Eve coding is fundamentally on-brand for me, so that’s what I did.
This ultimately resulted in the largest update to the game in quite a while.
Well, I’ve built a lot on top of last week’s successes. Splitting the save-files into multiple sub-files was a good move. Following the logical thread of that, the compiled story-file is now a set of sub-files as well; and I was able to do something pretty awesome with that.
Last week, there were a bunch of things that weren’t quite right. Attempts to improve font-handling were bungled, music wasn’t restoring properly when the game was reloaded (which I thought I fixed, but I wasn’t entirely correct), and image-transitions were kind of fouling up my cool game-loading effect.
This week, that’s all sorted.
So, a funny thing happened while I was finishing off the last of the image transitions this week…
For a change, this week I buckled down and tried to work on just one thing, rather than dozens.
Or, perhaps, it might be fairer to say that I started working on one thing, and just got kind of caught up in it. You know how that is.
A three-week jump this time, due to a lack of time on devblog day. There are some developments that I’m excited about.