Development

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

  • Pillars of Eternity

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

  • Real life road trip

Saturday

  • Real life road trip

Sunday

  • Real life road trip

Monday (#170605)

  • Real life road trip

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

  • Pillars of Eternity

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

  • Real life obligations.

Sunday

  • Real life obligations.

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.

Weekly development log #170430

 

Monday

  • Followed a few LÖVE / Lua tutorials for tile-based games, so nothing Nékromegà-related. Pretty interesting though.

Tuesday

  • Fixed and tweaked many scripts linking the downstairs and upstairs sequences. There’s still a few odd behaviors to fix.
  • Noticed a whole bunch of stuff didn’t work as expected upstairs. More scripting implied.
  • More door scripting.

Wednesday

  • Real life obligations.

Thursday

  • Real life obligations.

Friday

  • Real life obligations.
  • Wrote a few dialogues.

Saturday

  • Real life obligations.
  • Discovered with amazement it’s possible to code games in Lua on an Android phone.

Sunday

  • Real life obligations.

Weekly development log #170423

 

Monday

  • Wrote a few dialogue lines for the next scene.
  • Set up the first floor of the Cxohà Domà, which is currently without any furniture or decoration.
  • Defined each first floor room’s function (or mostly, rooms which will be used in the first part of the game).

Tuesday

  • Decided to actually maintain and update a weekly dev log. You’re reading it now!
  • Cleaned up some navigation paths on the first floor. Some, like owls, weren’t what they seemed.
  • Scripted for opening and closing curtains on the first floor.
  • Fixed treacherous stairs.

Wednesday

  • Had to repress a sudden urge to start working on a new cooperative strategy game.
  • Thought about Suùnian bedroom furniture and hypothetical carpets.
  • Wondered if tribal doom hardstyle was a good idea for Nékromegà’s soundtrack.
  • Felt an usual brief moment of rage and despair regarding the upcoming French presidential elections and mankind’s general stupidity.
  • Discovered the whole first floor was in fact a terrible mess of old invisible corrupt navigation paths and fixed it.
  • Noticed the curtains script had mysteriously vanished, then remembered it wasn’t working anyway, and made a new script that didn’t work either.

Thursday

  • Discovered the curtains fiasco was due to a misplaced plural in the variables.
  • Open and closed the now working upstairs curtains with awe.
  • Designed a Suùnian bed.
  • Started to set up bedrooms.

Friday

  • Thought again about that cooperative strategy game.
  • Designed a small Suùnian table.
  • Added furniture in all upstairs rooms for the first part of the game.

Saturday

  • Started to script the doors of the first floor, since no rooms were accessible.
  • Scripted the relocation of some characters depending on the story’s progress.

Sunday

  • More door scripting.
  • Some stuff involving the cat.