Anniversary Development Progress Report, week 52

Week 52. How did we even get here?

I’ve not worked on Argus and SNAFUĀ every week since I started the project, so it has technically been a bit longer, but there have been 52 weeks now that I’ve put in at least one hour’s work in a given week.

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Development Progress Report, week 32

 

A bit of a mixed week. A number of things (eg: double-casting, see below) have allowed me to cut the word-count without reducing the length of the narrative. So, I’ve shaved off a few thousand words here and there. Ongoing reworking and editing have pushed it back up, so it’s still hovering around the quarter-million word mark.

One final scene is refusing to write itself, but I expect it will work out once the narrative refit is done, and then I can move forward into chapter two.

There’s more interesting stuff than that going on, though.

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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 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.

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Development Progress Report, weeks 16+17

Coming out of the tangled and awkward mess that constitutes the usual (and I use the term advisedly), “festive season”, I’ve had my head down with a fairly major overhaul of the game-engine.

Once I started, it was hard to stop – particularly, since once I started, the engine was pretty much broken until I was mostly done. The primary work was converting to SDL (version 2, in case you’re wondering). I spent a couple hours figuring SDL out, then dove into the conversion.

The secondary work was just as interesting, as I started doing the necessary portability work to get the engine to build and run on other platforms.

Continue reading Development Progress Report, weeks 16+17