A cursory glance at the post history of this blog should tell you that I haven't been updating the VN very often recently. Truth be told, I put it on hold a while ago and haven't touched it for months. I couldn't tell you why exactly, other than to rail off excuses as to why I keep dropping projects that I've become bored or frustrated with.
Some of the VN was good, some of it wasn't, and I'm just too lazy to go back and fix what needs fixing at the moment. I intend to resume progress at some point in the future, but it won't be for another several months at least.
Why so long? Because I started work on yet another title, of course, and I don't want to split my efforts just yet. This new game started 'production' months ago. The earliest modification date in its 'docs' folder is September 7th, but I'm almost positive it's been longer than that. It feels like it's been at least twice that long.
I haven't posted anything about it up to this point because, frankly, it's embarrassing to publicly drop so many projects one after the other and I wasn't entirely sure that I'd have the follow-through for this one, either. At this point, though, I'm done with all of the major code stuff, data structures (or whatever you want to call them) and skeletal asset stand-ins, which means I'm now working on 'the real shit' for the game. Currently, I'm working on the dialogue.
It's a short game with a simple premise, which means the workload has been scaled back dramatically compared to the other titles. It may just seem like laziness (and partially it is, I won't lie), but so far I'm thinking that it may prove to be the difference between 'nice idea' and 'finished product' when you're a mostly one-man show like myself.
Nitty-gritty: C++/SDL2 with pre-rendered graphics. Since these posts are boring without a picture, here's a near-finished render of one of the locations:
Anyway, I do intend to actually finish this one. Here's hoping, eh?
Some of the VN was good, some of it wasn't, and I'm just too lazy to go back and fix what needs fixing at the moment. I intend to resume progress at some point in the future, but it won't be for another several months at least.
Why so long? Because I started work on yet another title, of course, and I don't want to split my efforts just yet. This new game started 'production' months ago. The earliest modification date in its 'docs' folder is September 7th, but I'm almost positive it's been longer than that. It feels like it's been at least twice that long.
I haven't posted anything about it up to this point because, frankly, it's embarrassing to publicly drop so many projects one after the other and I wasn't entirely sure that I'd have the follow-through for this one, either. At this point, though, I'm done with all of the major code stuff, data structures (or whatever you want to call them) and skeletal asset stand-ins, which means I'm now working on 'the real shit' for the game. Currently, I'm working on the dialogue.
It's a short game with a simple premise, which means the workload has been scaled back dramatically compared to the other titles. It may just seem like laziness (and partially it is, I won't lie), but so far I'm thinking that it may prove to be the difference between 'nice idea' and 'finished product' when you're a mostly one-man show like myself.
Nitty-gritty: C++/SDL2 with pre-rendered graphics. Since these posts are boring without a picture, here's a near-finished render of one of the locations:
Anyway, I do intend to actually finish this one. Here's hoping, eh?
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