finished every section except the boss room, so monday i can either spend the whole day doing that room, or finish that one partially and focus on the story cutscenes while newprogrammer does the enemy integration. As i’ve stated before, being done or finished with parts of the map does not mean i stop working on them, they are merely textured, connected and lit close to the final vision, but are still lacking things like props, more texture variations, decals, stuff like that. The thing is that for me atmosphere is so important to the experience i need at least a preview of it. I realized i can’t playtest levels as grayboxes because unless it’s been carefully planned (it’s never carefully planned with me) i’ll always have that nag in the back of my head that i won’t know how to make stuff look nice after the flow is done.
it’s all about the learning experience… it’s my first time doing a commercial game that’s not a vn, so there’s a lot of growing pains. Next Game was supposed to be the game that made me go through this, but now once we are back to that one it’s gonna be both ready faster and better built.
anyway, that’s it for this week. Done with a lot of the grind and i’m pretty happy about it, so on monday we start with a lot of the fun stuff, like making new skills, attacks, neat augments that change battle parameters, new enemies, story cutscenes… The real project d starts now!