As a mini update on where it's at, I'm still working on the two big components that tie this update together: the contents required for properly unlocking the roster, and their respective (and obviously overpowered) skills.
Next up
The more things change, the more they stay the same.
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.)
Suppose it was about time that some of these skills got a little extra kick.
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!
I might be having too much fun with this process...
First signs of danger.
Still have to address a few tweaks to layering and test some other sidequests, but I think that we're back on track again.
Motivation has returned in a substantial enough way.
Save file stuff (sidequests, maps and "autosaving") might currently be a troublesome mess, but at least development on OCN is going pretty smooth.
Figured it out.
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