January 23 to 25, 2023

Week’s been pretty smooth. Lots of environment work, writing, and editing dialogue sequences. Some bug fixes took care of very serious issues, and thankfully it wasn’t anything particularly hard to fix.

I think the biggest breakthrough moment this week was figuring out how to balance the work needed for the intermission sections. These required a lot of energy from me in their planned iteration, but now they seem to be pretty comfy to pull off. They will be light on sequencing, and the dialogues can be written fairly quick.

I’m still curious on how long it will take us to finish the second chapter but we’ll get there as soon as we plug that in.

I know for a fact that I can do a whole level playable within a week (without polishing the visuals) but there are other more nebulous factors such as enemy and boss design that take the bulk of the effort in this game.

And that’s a good thing! Like, compared to how we planned to make this thing I’m actually pretty damn thankful most of the work boils down to designing interesting enemies and situations. The rest is normal things I can schedule without a lot of drama.

Some of the scenes I whipped out in the past couple days.

The game is feeling more real than ever.

Omake:

I’m using a shader for the depth of field effect, since it gives me much cleaner results than the post processing stack. Also, take a look and how simple these environments are!

And the cool shining effect was done with particles. After I took the screenshots I noticed particles were stretched vertically instead of horizontally, so that’s already fixed and looks better than the gif I posted.