June 7th to 21st 2022

Happy birthday, va11halla!

I have once again forgotten what I did in the stretch of time I didn’t write on here. However, work has remained daily and steady.

For one, the level has been pretty much done for a while now but we’ve been focusing on what I like to call progression. Item placement, stats, balancing, names, descriptions. Things like how much money to give per fight, how much will players have by the end, how many times they can upgrade weapons. These sort of things on their own are surprisingly time consuming but fun to deal with. We’ve found ourselves in this moment of development where everything has been consistent content production.

There’s still lots of fixes and systems to implement, but most are in revision phase to check for balance. To see how they work, if at all, during normal gameplay.

It took me a while but I also finished the game’s intro, which I can see myself changing endlessly before the game releases. It’s a very important detail to set the mood so I have no doubt in my mind I’ll get really annoying when it comes to that.

We also added new enemy types, weapons, item effects, fixed the UI controls (didn’t know how to use Unity’s built in handler)… there’s a lot that was done! Much of what’s next consists on visual quirks to make things look extra polished.

It’s complicated to discern what are the elements that need to be done once per level, but for my sanity I will assume it will be dialogues, cutscenes, bosses and enemy types. Those I can handle.

Gotta love progress. This thing is moving at a scary speed.