Progress Status #01 (Patreon)
Content
This post was also shared on subscribestar
Heya everyone,
Since moving to subscribestar is a bit like a new beginning, I've decided to launch a new kind of post to report the current progress on the update, so you can get more visibility. I'll probably post theses once every two weeks !
For thoses of you that are interested in how things are done under the hood, it may also provide some interestings infos about how games are made.
So, as I've already said on an earlier post, this update will solely focus on getting the end on the game done. Here's a short breakdown of each main development element and where we currently stand regarding the next release :
Art:
This involve everything that need asset creation modification, from 3D modelling to texture, shaders... It's a really wide category and probably one of the most time consuming section, as creating a new model can take some hours.
The new level and all the boss stuff need, of course, some new assets to give it a special feeling, so I had to dedicate some time here, and it's not over. I still have a whole special section that I'll talk about in a future post that will need a few assets and special care to really get it to what I want. All in all, I'm around 50% progress here.
Design:
This is also a quite broad section. It include using the created assets to build a level, and create in the engine all the necessary parameters to make the level work. Surprisingly, this is not the most time-consuming part, as I've got a well-organized workflow and can work pretty fast here. It can also involve the UI work ,and generally tie all the others sections together.
As of now, I've build the shape of pretty much all the level (it will still need the art section to look good though) and most of the key points are done.
Programming:
This is pretty self-explanatory. The programming involve all the code needed to make the game's logic work. One of the big main part of the level was creating the final boss logic and the ending. The remaning one will be to create the level logic, and the "special" section that I talked about earlier. I'm about the halfway mark here.
Writing:
This is also pretty self-explanatory. The writing can be split in two part : first, writing the general layout ,plot point and flow of the level. Then, writing the finals dialogs. Obviously, this part need a lot more care and time, and I think it's the second most time-consuming section after the art.
Bug-Fixing:
Another really obvious section, this involve every bugs I know of in my backlog at the start of my planning session. Of course, this can increase over time. I fixed most of the bugs I knew of, but obviously I still have a lot of minors bugs that could be fixed depending of the time I've got left.
All in all, the progress is going well even though I've got a bit sidetracked with the whole patreon thing. My initial goal was to aim for a release before the end of the year. While it's still a possibility, it will entirely depend on how much time I can free, so I will be very careful before saying it's confirmed. I'll probably have more hindsight at the end of this week.
With that all said, I'm back to work! See you next time !