I'm probably putting in way too much effort for a part of the update that people are probably only going to dislike because it involves consequences, but it should be done now, and is the only part of v0.20 that isn't the actual end of the update that needs doing before it's ready to release. I'm probably also pushing my luck trying to get this update out this Friday, but I think the only thing I'm going to accomplish by giving myself another week is giving myself more time to playtest, so I think it's for the best if I just commit to this Friday, February 28th, as the early access release date for v0.20.
Giving myself a deadline like that should also help me focus in a little bit, too. There's so much going on with this update that it's going to be impossible to polish out all of the bugs, even when I've already put in a ton of effort to make this segment of game as bug-free as possible. Now that I'm finished with everything except the actual conclusion, I'm up to 46 switches and 42 variables used in this segment. That are new. There's a double handful of old switches and variables being used as new versions of old quests have gotten implemented as well, though there aren't a ton of those - the Nithercott Estate and Ventire/Beauregard Estate are the two that are most likely to actually be noticed.
This update is also likely to be the first to take multiple hours just to get through the critical path. Most updates seem to round out to 20-45 minutes of gameplay, but based on the amount of time it takes me to playtest, I can see this update taking more than two hours to get through, especially if you go out of your way to do everything you possibly can. Aside from the 3 or 4 mandatory story events (depending on what you consider an event), you're given a side quest to do, and there are 9 more optional events to do.
If you want to get your hands on this update on release day, go check out my Patreon (or Subscribestar (or itch if you're extra naughty)).
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