Sat down with newprogrammer and outlined the final final final features for real and what we call “gameplay modules” to easily separate the bits that are part of the loop. For a quick example you could say the store, bar, shooter mini game and room in va11halla are four different modules, so that’s what we wrote down for project D. It’s yet another thing we had to do like a year ago but had to learn along the way. As these updates prove, it’s not the first time we’ve outlined a list of features before realizing we didn’t account for X or Y. It wasn’t until we finished that huge level months ago that it became way easier to pinpoint our needs and that’s what we’ll seek to fulfill in the coming weeks with this plan already set in stone.
After that we began wrapping up some pending tasks, like the interface for shops and weapon crafting, juice up some particle effects, get rid of some jank in the battles, add the game over again and other similar bits and bobs.
I’m now writing more of the first chapter while newprogrammer takes care of planning out the new dialogue system (well, not that new, more like consolidating old features into one comfy package). Once that’s cool we do shops, interface to jump between scenes and the manager to control how the game loop works.
I might get rid of the skill tree in favor of a more straightforward skill upgrade system.
Right now i’m going thru a sort of a writer’s block but i’m slowly getting out of it after chilling just enough to get the juices flowing.
Now I’m tired and need some sleep. See you guys later.