August 12th progress report:
Unfortunately, this week's Progress Report is gonna be a bit short and vague, I've been working here and there on Club Bifrost, Island Saga and Karryn's Prison. Club Bifrost is progressing well, and it should enter the testing phase in about a week or two.
For Karryn's Prison, I've been mostly bug fixing and brainstorming here and there whenever I take a break from working on Club Bifrost and Island Saga. I'm currently in the middle of thinking and designing the logic and layout for Level 2. The design for Level 1 and Level 2 are something that have been in my head for a long, long time since the beginning of the project last year and I think I'm close to refining the details to the point that we're almost ready to begin putting them down into paper and then start mapping. I've also been thinking about and designing some of the Level 1 Edicts also. I got a pretty good idea of what I want from the Level 1 Edicts but I need to refine the details and design and such...
And while I'm self reflecting here, I think I should probably focus on one system/idea at a time first because I got like a hundred ideas in my head that is always constantly trying to grab my attention, and this is just for Karryn's Prison alone. Because in addition to the Level 2 layout design and the Level 1 Edicts design, I've been finalizing the details of several new combat related stuff that I don't want to reveal yet.
Codewise, the major stuff I've worked on and finished last week, besides bug fixing, was the revamp of the code for in-battle dialogue. As the player you won't notice anything different, but I needed this revamp to expand the functionality of the system for the near future. This week, I will probably code in the toy system that Sachinama teased two weeks ago in his post, and code the combat related stuff I mentioned in the paragraph above.