Comfy month, lots of progress with the chapters. Finished the base for chapter 4, I’m midway through chapter 5, and we’re getting closer and closer to the goal of having all seven of them before March ends. A bit of a hard goal to achieve but again, I’ve pulled off crazier things.
I’ll say february was also a little slow cause the programmer spent two weeks… here in Argentina! We finally hung out irl after four years of not seeing each other in person and man, it was fun as hell. We still “soft worked” during the first week and finished chapter 4. Working in person is so good and fast.
Like… working from home is great, but nothing beats having that instant feedback of having your buddies in the same room… plus listening to music, cracking jokes and consuming copious amounts of junk food adds to the vibe. I really missed this.
Alas, he’s back home now and we’re back on the saddle wrapping up pending tasks.
At the moment there’s a ton to do but it’s features and fixes we never properly decided what to do with, so it poses a bit of a pickle here where we could make those additions… but for what purpose? They were written as rough ideas that could work to solve some issues, but the design doesn’t support them yet.
This conundrum made us go back to the drawing board on some things then; mostly related to weapon skills and decided that the best way to go about it is to design fun enemies that have fun ways of defeating them. This will allow us to focus only on tools we know we’re going to use in combat and other situations.
It’s already fairly close to what we were doing, but we were also making the mistake of creating content (such as items, weapons, some dialogues, etc.) in a vacuum to implement later that didn’t really solve any design problems, add to the experience or were used at all, so we’re changing the way we go about it.
The end result should be a lean game with mechanics and moments that only add and don’t feel like bloat or are useless. It’s our hope anyway and we’ll find out soon. Obviously no game is perfectly balanced, but we want to give players viable ways of having fun.
Not much else to say. There’s a lot to do so I should go back to work now.