Feedback is awesome! Seriously.
Managing to get a couple of people to give the game a try was incredibly energising and very informative!
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.
So, a funny thing happened while I was finishing off the last of the image transitions this week…
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.
Due to Easter and other such complications, I didn’t end up posting a development update last week. It’s been a great fortnight, though.
Let me rummage through my notes and see what we’ve got.
Lots and lots of progress made this week, despite a weekend’s worth of development time lost to Stardew Valley. Oops! I suspect some of you are in the same boat.
Nevertheless, let’s get on to the good bits.
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!).