Shoulda written this before my trip but here we are!
On August 20 I went on a little 2-week vacation trip that included a stop at Gamescom in Germany. Met a bunch of incredibly cool people that also happened to give project D a spin and the praise was abundant.
Thank you so much for your time!
Not gonna lie, that shit almost made me cry of happiness. Working on a game for so long in a vacuum affects the mind in a way I wasn’t expecting, so hearing what they had to say about it made the entire journey worth it.
It’s very much a gamble, and this one is seemingly paying off, but I wouldn’t do it again.
Next time I’ll be asking for feedback as early as possible, lol.
Before I boarded that plane, though, we focused on making the current build as stable as possible, as well as implementing every weapon in the game. Changed some of the introduction bits to be cooler too, as well as some light balancing.
I think the largest headache was a save issue where the game was refusing to keep records of everything but the player position in the level, but at the end it was a typo and the game works fine again. Funny that it happened just as I was prepping for the travel though.
Now that I’m back I’ll be taking things a little easier. Just had a call with the programmer to plan the rest of the week and share the notes I took on the road. So, not a whole lot of hard progress today as we decide what to do.
My short-term goal at the moment is to establish the final look and feel of the intermission sections, so they are snappier and serve a larger purpose. And resume work on the second level (pretty much start polishing what’s in there). There’s some dialogue I need to write too, but not too much.
That should be it for now. Looking forward to what the rest of the month has in store for us!