Chuuni Badger
Member
- Aug 17, 2016
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Release 3 - What's Left?
It's been three months since the last release. Throughout that time I've been hard at work, hammering on the core features necessary for the next version, each week inching us closer to the goal. There's still plenty to do, mostly on the content side, but we're getting there.
Why is it taking so long? Because of the single person nature of the project and the fact it's a side activity rather than something I can focus on completely - simple as that. I'd love to spend more time each day tinkering away on the game but it's not something I can do right now.
So, how much work is left until everything is ready? Here's a simplified list of remaining tasks:
As for the dreaded "when" question... I don't know, honestly. I hope to get things ready in January but my situation is far from stable and things might shift, one way or the other. Until then, I'll keep my usual posting cadence to keep you guys updated.
For now, just wish me luck and hope for the best. I'll be back on Monday, as usual.
It's been three months since the last release. Throughout that time I've been hard at work, hammering on the core features necessary for the next version, each week inching us closer to the goal. There's still plenty to do, mostly on the content side, but we're getting there.
Why is it taking so long? Because of the single person nature of the project and the fact it's a side activity rather than something I can focus on completely - simple as that. I'd love to spend more time each day tinkering away on the game but it's not something I can do right now.
So, how much work is left until everything is ready? Here's a simplified list of remaining tasks:
- Add automatic orgasm CG display based on the active H scene.
- Create sprites and dialogue renders for the main cast of floor 1 (Kirito, Agil, Argo, Diavel).
- Create a new optional location - Kirito's lodging (for bath scene).
- Write and implement all the story events for floor 1 (7 planned at the time of writing).
- Update all of the currently existing text to improve adherence to the source material and make sure it works with the new font (some lines go out of the dialogue box due to larger font size).
- Update SAO Guide with new gameplay info.
- Implement a new story based status effect.
- Add hints to the "Find the ancient necklace" quest to make it doable without the need for "Tracking" skill.
- Fill up the item list with more entries.
- Implement throwable items (poison, pebble, throwing knives).
- Improvements to the winter tileset.
- Create a new death animation, apply it to enemies on the map and in battle.
- Create enemy respawn animation, apply to on-map enemies.
- Markers for interactable objects, draw them based on distance (similar to transition triggers).
- Decide on final dialogue renders art style, export new CG set based on that.
As for the dreaded "when" question... I don't know, honestly. I hope to get things ready in January but my situation is far from stable and things might shift, one way or the other. Until then, I'll keep my usual posting cadence to keep you guys updated.
For now, just wish me luck and hope for the best. I'll be back on Monday, as usual.