November 16

All day modeling some props and characters I needed in order to polish the cutscene I’m also working on. Said cutscene is mostly finished, aside from some sounds and one more character that needs to be completed. I’ll get on that tomorrow.

Started to plan out more skills for the player and settled with a sub-menu function newprogrammer is gonna prototype tomorrow. At first we wanted a hotbar to handle skills like an MMO but since a lotta spells and such require you to preview the area of effect we might end up scrapping it for a fixed set of icons that activate different menus displaying all sorts of tools for combat. From items to healing skills.

None of this is final quite yet and has to be tested, but it’s one of those things we tried very early on but not as much as we should have – you can thank not knowing what the fuck we were doing with the game scenarios for all that time not spent playtesting combat.

In the middle of all of this the subtitle system for cutscenes broke, but thankfully we were able to patch it up relatively fast. It was sadly still time consuming.

Pretty good day overall. Tomorrow we continue working on those player skills and polishing the story sequences. I’ll need to write a lil bit too since the new design requires a more thorough approach for each scenario. Nothing especially hard to do, just… well, brain consuming!