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

  • Real life obligations.

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!

Weekly development log #170507

 

Monday

  • Real life obligations.

Tuesday

  • Finally received my Fidget Cube.
  • Fidgeted a lot.
  • Tried to fix some transition scripting issue but fell asleep before fixing it.

Wednesday

  • While doing something totally unrelated to game development, suddenly thought of an obvious solution to the transition issue.
  • Fixed a weirdly unnoticed dialogue issue in The Egg, thanks to Justin Arnold and SpagelSteve.
  • Fixed the transition issue, except the solution wasn’t the one I thought about earlier.
  • Finally managed to link the downstairs and upstairs sequences properly.
  • Wrote more dialogues.

Thursday

  • Finally finished to write A Road to Awe‘s fourth travelogue issue.
  • Wrote more dialogues.

Friday

  • Some dialogue integration.
  • Cleaned and updated some files for versioning.
  • Played a lot of Tyranny, which I find rather awesome by the way.

Saturday

  • Plenty of dialogue integration.

Sunday

  • More dialogue written and more dialogue integrated.
  • Overall satisfaction feeling due to getting closer to the completion of the first part of the game.