About Me

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I am a gamer, an artist and a hobbyist video game designer. When I'm not doodling one resource or another, I love to read books, make paper crafts (cards) and bake yummy goodies.

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.

2 comments:

  1. We get to see a world map? I'm excited! :D

    I have to say I enjoy reading your progress (albeit a little late because I just now realized you posted something) because it makes me want to proceed in my own game. Inspires me I guess would be an easier way to say that.

    I also like the idea that the dungeons start off simpler but then grow in complexity. That's a great way to ease players in and continually challenge them as the game progresses.

    :D Can't wait to see more when you have more to show! Even if you have to delay Chapter 3 more than you had intended, as long as the delays are all working to make that chapter the best it can be, I'm sure your players will forgive you. AND as long as you keep them updated. :)

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  2. For some reason, I didn't get notification of this comment. But thank you! *hugs*

    I'm so happy to see your project growing too. It's amazing how much work you've done already and you feel motivated to do more.

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