After almost exactly a month of development, I've finally gotten past the first 15 minutes of the game and out of the fortress. That doesn't sound like much of an accomplishment, but in reality, it means that all of the core systems that aren't part of combat and exploration are done. That doesn't leave a lot of work left to do, and v0.1 is getting very close.
I'd like to say the v0.1 test build will be coming on Patreon on Subscribestar this Friday, but that feels like tempting fate.
While there is very little left (basically all I have to do for the game to be playable is finish adding in the quests), as tends to be the case with a thing as complex as game development, every few steps forward leads me to a new problem that helps me empathize with Sisyphus.
The most recent example of this is how exploration is handled. I wanted a way to visualize how much of the map you've explored, both as a means of displaying the gathered information so it's easier to reference and to incentivize you to explore areas. It gives me more ways to reward you as well as something easier to design around, as the natural gamer instinct when you're given an incomplete map is to try and fill it in.
The plugin I found to do that flat out doesn't work. The code was obscured by the person who made it, so I can't attempt to fix it myself, and the error being thrown is a code issue.
I spent today redesigning the map exploration checks to make sure I could implement another solution, but the other solution I have is very fiddly and requires me to make a ton of custom assets, and may delay v0.1's release another week or two while I figure it out unless I cut it so v0.1 can release sooner. The feature is probably still worth taking the time to implement, but I already feel like v0.1 has taken me too long to finish and I still haven't gotten to trying to implement a parry system to combat. Which, based on what I've been able to find so far, is not going to be a simple process either.
That's really all that's left, though. There are still a few events that need name boxes added, I need to finish adding the quest logs where they need to go, and I still need to make sure the capture system will work the way I want it to and get that fully implemented, but adding name boxes and quest log updates is a few hours of work at most, and the capture system shouldn't take more than a day. If I'm able to get parrying to work the way I want it to quickly and easily, that's just two days of work, and Friday is technically three days away. If things don't cooperate and I run into other issues it might take a week to get set anyway, but we don't need to spend more time on that.
I might be missing a few other things that will need my attention before v0.1 officially ships into early access, but that's what the testing period is for. It still feels like too much of a long shot to say that testing period will actually start this Friday, but we're very close.
