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Devlogs

November Devlog: Celebrating Invisible Progress

Amadeus: A Prologue For Thee (Prototype)
A browser game made in HTML5

This month I've... accomplished a lot. It's difficult to communicate just how much, because a lot of the work is the kind that isn't exciting to talk about and doesn't look like much... but it is a lot, and it needed to get done. The narrative work I did this month in particular has helped me prepare to finish the full 5-episode saga, not just a new demo or the first episode.

Speaking of the new demo. I originally planned to release it by the end of this year, but it's looking like that was optimistic, considering how much I'm adding from the original demo. New goal is to have it ready for private playtesting by the end of this year, and released publicly early in 2024. Next month I'll confirm if we're still on track for that!

If you'd like sooner updates, or are interested in playtesting, you are welcome to join the Discord server.

Other resources here, including the new website. Now to the devlog!

Highlights for this month:

  • Updated Mechanics Implemented: I have built a test scene to triage the new mechanics I've built, and functionality is now at the point where I can start rebuilding the demo with them. I am working with playtesters to identify and iron out bugs as I do so.
  • Finalized Narrative + Art Direction: I have determined which art assets will be inked, and which will remain in pencil. Part of this decision involved making a lot of overarching narrative and thematic details concrete, so while I don't have much to show for it at the moment, it will really pay off when the later episodes release.
  • Project Management: I now have a part-time job (unrelated to games), and have spent this past month re-learning how to manage my time and keep on track while also getting enough rest. Brief discussion of navigating this adjustment as a solo dev.
  • Marketing: This month, I really started thinking more about the kind of marketing *I* appreciate as an audience. I've shared social media posts from other indie dev projects - what is it about those posts that communicated to me I would like the games?
  • Recreation: media I engaged with this month!

Updated Mechanics Implemented

I've made improvements, changes, and additions to several core mechanics so that they are flexible enough for me to build a complete game. This has been very complicated because most of the code I wrote for the old demo was very, very limited, and was held together with duct tape that could just barely handle what I built for the demo, and nothing beyond that. So my mission has been to purge the spaghetti and make my scripts able to actually do what I need them to for a more complete game.

It's very easy to get lost on where to start when approaching something like that, so I want to share an approach that really helped me: writing out the intended functionality in just English as comments first, and THEN figuring out how to script it. It's a way of "sketching" code to break down how it will work before getting into the weeds of proper syntax and functionality.

Some specifics on overhauled mechanics:

  • Movement - movement scripts can now handle things like an obstacle in the middle of the "walkable" area of the screen. There is polish to do but the core functionality is there and easier to iterate on. I've also added some tweaks that make it "smarter" about handling whether you're currently using point-and-click or WASD inputs.
  • Screen Transitions - this mechanic is MUCH more generalized now. It can handle as many entry/exit points from a screen as needed, so scene layouts can be much more varied. A downtown screen with multiple alleys each leading to different screens is possible now.
  • Point-and-Click - I made a lot of changes to the point-and-click movement scheme, many of which involved learning how coroutines work; unfortunately, it's still pretty buggy and rough-feeling. I think I made a mistake by trying to make my control scheme support two completely different types of inputs, because it has resulted in two half-polished movement schemes instead of one relatively polished one. However... I cannot bring myself to axe the point-and-click movement scheme, despite WASD currently being more reliable. So I'm going to move forward with the hybrid, and workshop it as I rebuild the demo. The good news is it is at the point where I can safely implement it without breaking anything (hopefully) while I continue to iterate on it. The better news is, even if it's unpolished, I think it makes the game feel very unique.
  • Menus - I figured out how to track "layering" the two menus (backlog, and settings screen) so it properly handles freezing/unfreezing movement if you open one on top of the other, and I made the placeholder menus/UI nicer looking. Also added audio volume controls.

The work-in-progress settings menu I currently have is pictured below:

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