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Title
It was a special episode in two parts, I wanted to try things while I could (on a 1st project, that's what i mean), sadly it went wrong.
I've worked a lot this past month for a "meh" result.
It's time to go back to basics and produce fast, clean, simple update.
About the saves, for those who didn't see, there is a long post about it explaining why we made this choice and why we think it's for the better. (12 september post if you want to check it)
Lastly if you have any feedback about this last episode, even negative one, it will be greatly
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Some clarifications about decisions based paths in the game
Hey,
So we wanted to talk about this later but some of you asked questions about it, so here is the anwser;
The code aspect is clearly not my area, I tried to introduce different paths via simple but impactful choices.
You may already have encountered some bugs, it can ruin your experience, there is nothing worse than getting an error while playing, we'll all agree on that.
And as you know, if you read my previous post, I'm not working on my own anymore.
With my teammate, we decided it would be best not to reuse previous choices made in already released episodes, so that we can build some more robust code from now on.
We definitely want to introduce some content based on choices made in the past, starting from the next episode we will release.
We have decided to do like that to reduce as much as possible the probability of bugs growin