Archive for November, 2017

Random Update

Posted in Uncategorized on November 24, 2017 by Vosmug

I know I said I was going to remain silent but this part is slower than I expected and maybe last post felt too negative so…

Polishing and sounds is a slow and tedious process, I’m doing this in game progression order and as you can see here I’m at global.events 55, the whole game has around 300 events so you can kind of infer the progress done so far, up to now a lot of time went into editing sounds (still more to do) and so that took some time too not directly related to the progress events bit.

Btw, each “cutscene” has from 1 or 2 to 20 or so events so is not like each number is a different moment; that would be crazy.

Also, for some stupid reason I decided to add voice bits at the beginning of some dialogs like in Zelda, and yeah, now I have to go through every line to add sounds individually (3rd window), while playing I just stop every dialog, notice the line number and add the sound accordingly, not difficult but takes some time… so yeah fun, why did I do that? It sounds good, so I guess it’s worth it.

Notice I purposefully put on screen complicated looking code and stuff (is not that complicated) so you think I’m working really really hard… yeah.

Contractually obligated post

Posted in Uncategorized on November 8, 2017 by Vosmug

Welp, everything sucks, everything is horrible, but this thing is almost done, there’s a couple of things to add, much polish to do, and a couple of things to outsource, still in the middle of sound adding, this was just a quick update, I’ll remain silent now until release announcement which could happen in the next couple of months (don’t quote me on that, goddammit), or until something else  important happens,  there’s really no point in “updating” anymore.

I’m having a lot of trouble with sounds tho, that’s a thing.

So there you go.