Wednesday, June 8, 2011

On progress

When I was working on chapter 2, I had gotten into the habit of posting weekly updates with lists of things I'd done that week. That accountability made me very motivated to work on TUAH. I dropped that as I started working on chapter 3, mainly due to the fact that my free time was much more limited and it takes a while to write blog entries. I figured it would be better if I spent that time actually working on TUAH. Looking back at how much I got done over the past few weeks, however, makes me realize that it didn't help. So, I've decided to dedicate a few hours each week to writing up progress entries. They may not be the most fascinating things to read, but they may give you a bit of insight into my development process.

Done this week:
- World maps for E. Andras and Vega are done.
- Finished half of the villager facesets.
- Finished writing down main objectives for Valhalm.
- Finished sprite for I*'s mom
- Finished sprite for M.

To do next week:
- Finish world maps for W. Andras, Ahden, Geldion and Maia
- Event travel map system
- Implement objectives for Valhelm
- Script side quests

Changes:
- I've changed the CTN a bit so it's more visual. It is now going to show a "world map" and have you select your location. Thanks to the new design, you will have a much better idea of how different locations relate to each other.
- After chapter 1, I cut out a lot of the locations that won't be used in the project. TUAH was initially a much bigger story and too ambitious of a project. The world map, however, still reflects those old locations. With the new travel system, the maps have been updated to better reflect the current story.
- Thanks to all you faithful and thorough players, I've managed to fix a lot of minor bugs and annoyances. The sometimes-buggy puzzle in Gullad Mts, room 1, has been redesigned. It was fairly frustrating as some people encountered issues while others didn't.
- There isn't a whole lot of complexity to the dungeons in chapters 1 and 2. This is intentional, as a part of my audience is casual or new-to-RPGs players. But I would like chapters 3 and on to have more elaborate and complex dungeons. As such, I will be spending more time designing dungeon areas and implementing puzzles.
- I'm thinking of recruiting someone to help with the database work and setting up different enemies/boss fights. I've got good ideas on how I'd like the fights to go, but it's an extremely time-consuming process and I'd hate to delay releasing chapter 3 more than I already am.

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