Renaming ‘weekly update’ to ‘aggregation’, since there are times I’d rather do a regular update than a weekly wrapup. So I’ll periodically do an aggregation that includes everything since the last one. Same idea, variable time period.
Changes & Updates:
- Added canyon center, canyon east, and canyon west locations with basic descriptions.
- Added waterfall base location.
- Added waterfall and gold coin items/scenery.
- Removed canyon east. Canyon center now connects directly to waterfall base.
- Added description for canyon west.
- Descriptions terse. Need more word.
- Gave the troglodyte a locket.
- Updated cave description.
- Added a big tree.
- Started writing more transcripts. I find them a much easier way to get my ideas down, since I don’t have to break my thoughts up into bits of code as I go.
- Fleshed out story outline for Act II, Act III and Act IV (the latter two were previously blank). I now have a rough concept for the end of the game and beyond.
- Worked on the Riddle of the Twins and Lunar Wastes puzzles.
- Put together an artwork guide (foreground, background, and dynamic components) for: Forest, Cave, Air, Tunnel, Observation, Space, Base, Lunar Surface, and Pod. That covers the prologue and Act I.
- Rethinking some of the class options and their actual impact on mechanics. I think the race options and about half the classes are fine.
- Inclined to go with a skill tree mechanic for leveling, but I’m still considering a more numeric increment system based on levels (+HP, etc). It’s not intended as a combat-heavy game, so I don’t know if it makes sense to focus on stat boosts. In general I’m working on where some of the traditional mechanical RPG elements come into play. I’ve got the story/decision parts handled.