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Weekly development log #170723 / # 170730
Monday
- Increased the main island’s size.
- Designed more bridge tiles.
Tuesday
Wednesday
Thursday
Friday
Saturday
Sunday
Monday
Tuesday
- Additional beach and ocean design.
Wednesday
- More seashore terraforming.
- Noticed the map might be freaking huge.
- Considered breaking down the map into several smaller maps.
Thursday
- Remembered the map was supposed to include some cliffs.
- Started to design rock tiles.
Saturday
- Designed a shitload of rock tiles.
- Enjoyed the result quite a lot.
Sunday
- Started to redesign most of the map to include rock tiles.
Weekly development log #170716
Monday
- Not quite sure. Probably some Pillars of Eternity.
Tuesday
Wednesday
Thursday
Friday
- Finally found a bit of time to get back to… sand tiles design.
Saturday
- Managed to fix all of the sand tiles needed for the new map.
- Added more details to the map, which of course implied to create even more new sand tiles.
Sunday
- Ran into a few technical problems linked to tile grouping.
- Started to design bridge tiles.
- Increased the global height of the islands.
Weekly development log #170709
Monday
- More sand tiles wickedness.
- Managed to make the whole beach walkable (it wasn’t the case on some curved corners).
- Noticed there are still some missing curved sand tiles to design in order to reach navigational perfection.
Tuesday
- Wrote June’s travelogue for A Road to Awe.
- Designed more sand tiles. Yes, I know.
- Managed to corrupt the beach map beyond repair, precisely when I was thinking I hadn’t backed up my files properly since a while.
- Asked Justin for help.
Wednesday
- Hailed Sir Justin, The Backup Paladin, who boldly found a way to raise my map file from the dead (to extract it from and older build, in fact).
Thursday
Friday
- Watched some Black Mirror.
Saturday
- Back to serious business: sand tiles.
Sunday
- More sand tiles.
- Kill me now before I do it myself, please.
Weekly development log #170702
Monday
- Designed more sand tiles, because the beach needed more sand tiles, and still does.
- Noticed the massive quantity of sand tiles involved in the new map will probably limit its size and content.
- Came to the conclusion that such limitations would in fact be a good thing given the already insanely big scope of the game.
- Finally managed to build a slope long enough to join the sand and the sea.
Tuesday
- Set up another dev blog for Second Garden. Yes, I know, I’m crazy.
Wednesday
- More web design tweaks.
- Went to bed early.
Thursday
- Designed three more sand tiles. YES, SAND TILES. THREE OF THEM.
Friday
- A bit more web design.
- Struggled with feed syndication for an automated development log to gather all my projects.
Saturday
- Built an underground farm tree in Minecraft.
Sunday
- More sand tiles. Possibly the last of them, at least for now.
- Finally completed a first test map of a small island with a house.
- Howled at the uncaring dark skies in despair, knowing I’d need to make more islands and connect them with bridges.
Weekly development log #170625
Monday
Tuesday
- Designed a bunch of new sand tiles.
- Thought about the necessity to design even more sand tiles.
Wednesday
- Got increasingly annoyed with a few minor problems with the game’s website.
- Started to redesign the game’s website and to migrate to another CMS.
Thursday
Friday
Saturday
Sunday
- Unsurprisingly, still more web design.
- Replaced the old website with the new one.
Weekly development log #170618
Monday
- Made some actual tile tiles. Yes, for the roof.
Tuesday
- More roof tweaking and tinkering.
- Some wall moving and rebuilding.
- Started to design some balcony intricacies.
Wednesday
- A little bit of balcony tweaking.
Thursday
- Not quite sure. Some Pillars of Eternity?
Friday
- Beach design and enhancement.
Saturday
- More work on the beach.
- A bit of editor debug related to resources replacement with Justin Arnold.
Sunday
- Even more sand tiles design.
Weekly development log #170604 / #170611
Monday (#170529)
- Discovered that level design could get way easier with a bit of simplification regarding the curved slopes.
- Also discovered in horror that on the other hand, navigation paths on said curved slopes will probably be nightmarish to set up properly.
Tuesday
- Various navigation-related tests with the help of Justin.
- Concluded it will indeed be nightmarish to set up, but doable.
Wednesday
Thursday
- More struggle with navigation paths. More specialized tiles will probably be required to avoid blocked paths in some specific cases of layered tiles.
Friday
Saturday
Sunday
Monday (#170605)
Tuesday
- Designed four new sand tiles that fixed the many navigation problems encountered earlier. Yeah, just like that.
- Stared in horror at the near-infinite roadmap.
Wednesday
Thursday
- Started to build the second house. On the beach.
Friday
- More house building.
- Noticed a dire need for a bunch of new tiles.
Saturday
Sunday
Weekly development log #170528
Monday
- Increased the player’s speed by 33%.
- Fixed some camera glitch.
Tuesday
- Used some brand new script functions (props to Justin Arnold) to hide or show the inventory icon when needed.
- Fixed a couple of issues where the player kept walking after a dialogue thanks to another brand new function.
- Started to work on the second big map.
Wednesday
- More tiles placed on the new map.
- Despaired at the potentially insane complexity of said new map.
Thursday
Friday
- Real life obligations, part 2.
- Also, beach, sun, that sort of things. For real.
Saturday
- Real life obligations, part 3.
- Managed to create a few curved sand tiles for the new map.
Sunday
- Pulled some hair out due to the indeed very complicated set of tiles required to build the new map as intended.
- Boldly started to create many more tiles.
Weekly development log #170521
Monday
- Chatted a while on RPG in a Box’s Discord server.
- Created a new animal.
Tuesday
- Tweaked some dialogues.
- Did a bit of PICO-8.
Wednesday
- Added some credits (quite early, but I needed a way to indicate the current pre-alpha build’s ending.)
- Tested the whole game, including interludes. It’s alive!
- Noticed many small problems that need to be fixed.
Thursday
- A few minor fixes.
- Ran into a hilarious bug where a character was suddenly falling on the ground like a tree during a supposedly dramatic conversation.
Friday
- More fixes.
- Added a few more animal-related features.
- Added more content to the relationship system.
Saturday
- Did many more tests and fixes.
- Added even more relationship stuff.
Sunday
- Released a private post-omega/half-alpha.
Weekly development log #170514
Monday
- Added stupid but possibly funny tweaks and changes involving the cat.
- Door scripting, door scripting and also door scripting.
Tuesday
- Pretty much nothing done.
Wednesday
- Created more silly dialogues and useless stuff.
- Fixed a few scripts (mostly doors scripts, surprisingly).
Thursday
- Added some furniture.
- Tweaked some tiles.
- Some scripting related to the last dialogue of the map.
Friday
- A few tweaks.
- A lot of Tyranny.
Saturday
- Various dialogues updates.
- Lots of cut-scene scripting.
- Started to integrate the relationship system.
Sunday
- More dialogues updates.
- Managed to finally make the first part of the game actually playable from start to finish.
- As Konstantinos would say, huzzah!