Time for an update!
Rest assured I’ve been busy, though with the admittedly less exciting aspects of the vast Greenhaven Library - predominantly performance optimization throughout the game. In particular, the lighting system was hogging up a plethora of resources unnecessarily. It took a bit of head-scratching, tedious trial and error and contemplation of the meaning of life, but in the end I worked out a solution that can render lighting twice as efficiently - and with no loss of quality over the original system to boot. Whilst this was done mainly to allow the game to run on ‘potato’ machines, this is especially important down the road when the time comes to port the game to Android. We all know how troublesome resources can be there.
As for the re-conceptualization of Section 2 and 3? They’re getting there. Section 2 of the game is nearly finished, whilst Section 3, at least from a gameplay standpoint, is already solid. The story elements there will need revision based on the changes made to Section 2 however. But nothing impossible by any stretch.
While I’m at it, I’d like to give a plug to the awe-inspiring talent of Shrouded’s composers: Noah McKnight and Liam Wells. Both artists have been instrumental in forging the atmosphere of Greenhaven Library’s mysterious paths and winding corridors with a truly dynamic, collaborative soundtrack. You can check their work out at each disc’s Bandcamp link respectively:
I can’t apologize enough for the constant string of delays that have plagued the game to this point. However, I maintain that taking a step back and tackling Section 2 with a more open mind was certainly the way to go in the long run. Quality doesn’t come without compromise though, right?
Carmen sums it up pretty well, really.
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