Retrospective Hello all! These past two weeks have been mostly occupied with design and logistic work in order to make sure that all of the art documentation is complete. I’ve established a pretty good buffer now so there should be minimal roadblocks for my artists. I was hoping to get to some dialogue editing and …
Retrospective Hello everyone! It’s been almost three months since I’ve last updated this blog with a progress update. For some of that time I was mostly dormant — dealing with fallout from the pandemic . More recently, I’ve been back in the office and much more strongly motivated to work on the game. There’s something …
Retrospective This sprint’s update will be brief as I’ve just been slogging through the writing. I can only hope that once I cut through the first drafts the editing will be easier. Even with the mentality that I don’t have to get everything right the first time, I find myself questioning the flow of scenes …
Retrospective Apologies for the late update to the previous sprint. My development machine has been disassembled for a chunk of the week while I switched out the power supply unit. I’ve been experiencing intermittent crashes under heavy load, and I have hopes that this new PSU is the solution — it has not crashed again …
Retrospective It has not been an easy past two weeks. Roughly half-way into the first week of the sprint I reached a plateau of sorts — the game is at a state where it feels almost structurally complete. All of the scenes are present and I’ve even gone over the placeholder backgrounds so that the …
Retrospective When I started this sprint I was just getting started it felt like. I was borrowing placeholder assets from The Arcana just to try and proof-of-concept out what a sprite system might look like. These past two weeks have been leaps and bounds forward. I have achieved the first milestone of many: a playable …
Retrospective Leia was a pretty off-beat sprint for me, and I didn’t think it would turn out nearly as well as it did. During the first half, I got so bogged-down with incorporating YarnSpinner and running into limitations with Unity’s serialization that it felt like it wasn’t making any progress at all. As you’ll see …
Retrospective Admittedly, I underestimated the amount of time fully transitioning into this new job would take. Lots of little things tend to add up — stuff like making extra trips to walmart because you need a shower rod. Despite my optimism in the last developer diary, I’m still working out of boxes. That said, I …
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