It’s been a happily busy couple weeks. As well as delving into the depths of bureaucracy myself, development is in a good place right now. Crimson’s main job has hit a snag, which does absolutely suck, but the silver lining is that we’ll have her attention on CS for a couple weeks. Additionally, I’ve recruited two very good and very generous friends, capable programmers both, into helping out. One of whom I’ve mentioned before but another, Oriol, has joined the team to do what he can, and has thus far been making steady progress just on his own.
I’ve had to make a private Trello board for us, so that we can each track who’s working on what. Also, I’ve been creating visual code maps to help me memorize and understand Crimson’s code, and steadily I believe I’m starting to grasp the concepts of it, so hopefully I will be able to contribute myself before too long.
Our current objective is the facilitation of context within certain conditions, for instance knowing when certain shops and locations should be locked, whether the player has the key, if a district is off-limits, or if a particular quest makes unique encounters happen. Building this system solidly means we’ll be able to do a lot with it for any quest or scenario we want.
It’s good to feel somewhat like a game director again. People are still learning and working on their understanding, but we’ve made real progress recently. Crimson’s code is, by all accounts, advanced and fantastically-written, but that makes it a challenge for newcomers (or novices like myself) to grasp. But we’re getting there and feeling the benefits already, and I couldn’t be more grateful to Crimson and my friends for their work. And to you guys, of course. <3
Hopefully by next update I’ll have some more screenshots to show off. Until next time!