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!
So, a funny thing happened while I was finishing off the last of the image transitions this week…
A week off for complex life-stuff and self-care, and we’re back.
It’s tricky to regain momentum on a project, once that momentum is broken, but it’s still quite possible to do. Just keep plugging away at it, because momentum tends to build slowly. Ironically, it’s that slow build-up that makes it last.
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!).
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.
Much progress this week. The SDL porting is essentially complete, and the code now also builds and runs on 64-bit Linux!
A whole lot of the code, and the drawing/rendering logic is a whole lot cleaner than it was, though there’s more that can be done there.
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.