Jun, 2019

Mid-June Update

Hey guys,

Apologies for the late post. Got a little sick the last couple days, but I’m feeling better now. Special thanks to @NizzJipple for their nice morale-boosting tweets. <3

So, some good news to start with. I recently heard from a friend of mine who had been radio silent for over a year as he dealt with medical issues. Already a networking programmer, he’s always wanted to learn Unity and game development, and with lots more free time, he’s begun doing just that so that he can specifically help us out. It may yet be a little while before he can work directly, but if he’s anything as committed as Goldie, he’ll be a great asset to us. Crimson has also kindly offered their tutelage and guidance. I’ll keep you all informed of his progress.

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June Update

Hey guys,

This week Crimson and I have discussed an idea they’ve had concerning our dialogue system. Previously the plan has been to employ a Unity asset called Dialogical to map out branching dialogues, but Crimson has had solid ideas on how we can create tools to do the same thing, only better suited to our game, most notably in allowing a large degree of the dialogue itself to be generated via plain text and then represented graphically. This’ll mean it’ll be possible for any writer to plot their own dialogue to a degree, rather than relying solely on us developers to interpret and ‘plug in’ everything. It also means that we’re also not relying on any third party developers – we’ve already faced problems with our hexagonal mapping tools by its creators seemingly vanishing from the earth, but thankfully Unity itself now has its own hexagonal map tools in-engine that we’ll be making the switch to. This gives us much more control, and Crimson is confident that the work involved in doing so is about the same as it would be to program Dialogical to conform to our needs.

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