Including Saturday.
That’s right, I committed the sin of working on a weekend.
I haven’t done that in god knows how long. Probably years. But hey, I wasn’t doing it out of obligation or anything; I simply was having fun with the gameplay and I wanted to play more.
It’s the first time in the time since we began this project that I’m actively having fun with the adjacent aspects of the game that are not combat and it’s a total paradigm shift for me as both developer and a player/fan of what we’re doing.
As a result of that spontaneous need to work on the game this saturday I did in fact finish the preliminary map for this chapter, and tomorrow I’ll draw the next one. I was supposed to do it today but I got distracted by other things. Both work and irl errands.
I saw newprogrammer play the level over stream and I took many mental notes; mostly about the visual language of the level itself in regards to exploration that needs some tweaking. There were bits that weren’t meant to be seen but he went there anyway just because the was an opening. Stuff like that.
This week he’ll focus on the implementation of some already coded mechanics that are not in the current loop, as well as changes to the save system and in-game shops.
My personal goal would be to have at least half of the next chapter’s level already playable by friday. Then next week we design and implement a new boss battle.
Again, lots of work to do but now it’s all with real purpose and goals. It’s been a (sometimes extremely painful) learning experience but we’ll keep on trucking.