Implemented the game's other major NPC and an important widget.
Now all that's left is to add the content that will make the main gameplay/puzzle/thing interesting, put the logic and scenes in place to reach the endgame and, well, implement the endgame.
That'll take no time at all, I'm sure.
¬_¬;
Saturday, 11 September 2010
Friday, 10 September 2010
4
Did a little work on the endgame, didn't finish anything.
Alternating between extreme optimism and pessimism when it comes to the deadline.
Alternating between extreme optimism and pessimism when it comes to the deadline.
Thursday, 9 September 2010
5
I've drawn a line under the game's first act. I've also finally planned out the third and final act. The second act still has a couple of big things outstanding including all that content I mentioned.
I am making huge leaps and bounds with this game, but I'm starting to think I may not meet my deadline. Hopefully the weekend will give me the time I need to make even more progress.
I am making huge leaps and bounds with this game, but I'm starting to think I may not meet my deadline. Hopefully the weekend will give me the time I need to make even more progress.
Wednesday, 8 September 2010
6
Worked on a smattering of small features today - which means I added a lot of ticks to my to-do list, without gaining the satisfaction of feeling I finished anything important.
Tuesday, 7 September 2010
7
Okay, I've completed the highest priority aspects of the second most important gameplay mechanic (such as there is gameplay). (The first most important bit is already kind of complete, but kind of also waiting for me to generate shit-tonnes of content for it.) I also implemented a piece of labour-saving automation for the player that's been bugging me.
Looking at my list, the "must-have" items are looking more and more doable within a short time-scale, while the "would-like-to-have" items are seeming a bit too optimistic. (And there are few things so outlandish and involved I didn't even bother to put them on the list.)
Although, actually, some of these lowest priority items are the kind of things you see in a game, go "Wow! Look at that!" and then completely forget about (or get annoyed at the unexpected complexities they add). Sometimes working to a tight deadline is just what you need to make you cut out unnecessary crap.
Looking at my list, the "must-have" items are looking more and more doable within a short time-scale, while the "would-like-to-have" items are seeming a bit too optimistic. (And there are few things so outlandish and involved I didn't even bother to put them on the list.)
Although, actually, some of these lowest priority items are the kind of things you see in a game, go "Wow! Look at that!" and then completely forget about (or get annoyed at the unexpected complexities they add). Sometimes working to a tight deadline is just what you need to make you cut out unnecessary crap.
Monday, 6 September 2010
8
I've got all the main locations in place now, and I've polished off the direction system (something I came up with for another project and am rather fond of).
I did perhaps spend a little too long writing random chatter for an NPC and implementing a useless widget for one room.
Next I'll work on this thing that I won't tell you what it is.
I did perhaps spend a little too long writing random chatter for an NPC and implementing a useless widget for one room.
Next I'll work on this thing that I won't tell you what it is.
Sunday, 5 September 2010
5 days done, 9 to go...
Well, I now have a roadmap of features to tick off. There's over twenty things I still need to add, where "thing" can mean something relatively simple - or something relatively... not simple.
So, time to schedule work and prioritise.
There's a first time for everything, it seems.
So, time to schedule work and prioritise.
There's a first time for everything, it seems.
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