Going live in about an hour:
Watch me (try to) livestream a hefty playtest of Version 1.2.0!
Next up
It's been a long time coming...
Turns out what the game actually needed was for me to take a proper break from development and enough time to realize what I had broken.
(It was the values tied to IDing what foe it'd be.)
It'll likely need more testing, but we're back in buisiness!
New project is having a fun, early outing.
Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.
That time of year again.
Suppose it was about time that some of these skills got a little extra kick.
First signs of danger.
So, Plan B: The remainder of tonight will run V1 of a solo OCN mode, with an updated version coming tomorrow during the end of the con.
(And a further refined public release of this later on. If there's interest.)
I might be having too much fun with this process...
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