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.
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.
Three weeks. It’s been a while since the last update.
Most of the last three weeks have involved tidying and documenting code. Documentation is important, but often not for the reasons people think it is important.
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.
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.