November 22

Started work on this chapter’s boss but didn’t get to finish as many things as I wanted. Haven’t been sleeping very well so it’s affecting my concentration big time. This might continue for the rest of the week.

Also helped playtesting and found a really bad bug where players become frozen after throwing a grenade to enemies that are in the middle of certain attacks. Other than that everything is working as intended with the new info window and other tweaks I mentioned last week.

Tomorrow I’ll continue with the rest of the boss’ moveset and depending on the complexity of its behavior I might be playtesting that battle by friday or maybe monday.

Once work on the boss is done on my end (hopefully tomorrow) I’ll go back to cutscenes. Once we wrap up both things we’ll be exporting the first stable build of the game. After that comes localization tools, then a new chapter.

With this i’ve pretty much identified the amount of work needed for the rest of the game and I’m glad to say it’s very tolerable.

On my end it boils down to the following work per chapter:

  • Roughly 3 new maps
  • Visual effects, animation and some modeling for two new enemy types, plus a boss. Includes concept art if it’s not something I drew already
  • Scenario writing and cutscene creation (both with the dialogue system and more elaborate ones with Timeline)
  • Playtest the shit out of every aspect
  • Some mild sound design

Sounds like a lot. IT IS frankly a lot for one dude, but this is bearable. Way more than with the previous design that added at least five more time consuming tasks. As development continues I’ll be able to re-use more stuff, making things go faster.

Getting there!