Now is the Winter of our Core Feature Work

Hello, friends!

Hope your year has started off on the right foot. Keeping those New Years resolutions?

Had a productive January over here, finishing out region coding, adding a bunch of UI for interacting with cities, implementing roads, expanding the data available on character sheets, and creating several new skillsets. We also upgraded our tools/frameworks (Spine and Unity). This has mostly been good, but a lot of my particle effects are still a bit wonky (apparently because Unity is now rendering them correctly based on the config, but I configured them for the old bugged-out renderer).

This leaves us about one month away from finishing core features. Most of the remaining work involves functions on the manor interface and support for sea travel.

We got a lot of good narrative art with characters and backgrounds last year, but this year I intend to have the team focus more on combat assets–more combat scenes, more monsters, more weapons, more outfits. This will help us to get into a demo-ready state for… business purposes… Also, I’d like to do less of my testing with weird little headless green things.

headless_green_thing.png

That’s all for now.

Don’t get lost out there!

(credit to Eric M.)

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