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With my multi-project situation, it's hard to measure how I'm doing, progress-wise, but I think I'm more or less where I'd like to be right now.  The game about the cousins escaping slavery on Lesbos is almost done; I've gone through and polished the text (though it probably still needs more work), and added all the formatting and graphical doodads, so now I just need to play through it and find all the problem spots that need fixing.  I started the playthrough yesterday, but got distracted (SQUIRREL!) and didn't get very far.  Hoping to finish proofing it today or tomorrow, and then upload it the following day.

I've done a pretty hefty amount of the basic writing to add the glossary to the game I uploaded earlier, too, but I need to go hunting for just the right piece of TWINE code, as I was hoping to be able to have all the glossary entries on one page so that when you click on a name or word it shows you the entry, but then you can click the name again to make the entry go away again.  I know I can make the text appear, but I'm not so sure I can make it disappear again.  (I'd just put them on separate pages like I did in the escape game, but that is a ludicrous number of pages, and this game already has a ton of them as it is.)  Ooh, I'll also need to go through it hunting for various coding errors, as it was reported to me that there were still some lurking about that I missed the first time.  That may take me another couple days... :(

Haven't put much thought into the project I want to work on after that, though.  I'm thinking it's going to be the anti-dating sim I want to do (or rather a parody of a dating sim where the point is to avoid getting in a relationship) for either the Aromantic or Asexual Jam, whichever comes first.  (I think the former is December and the latter January, but last I checked it was too soon to see if they're going to be on the schedule again this winter.)  I haven't got much in the way of planning or anything, so if I assume I can start on it somewhere around the 15th or so, I doubt I'd have anything postable by the end of the month.  Which is a pity, because it's a genre I've never attempted writing before, so I'd love the ability to get some feedback on it.  (OMG, I said that as if I had any kind of history writing games when I've done a grand total of two of them...)

(+1)

Try SugarCube format in the future. It has some user-made code for popup dialog boxes (and other nifty features) that will make open/close dialog box messages easier, and they don’t add to the game history (aka don’t need to “go back” to story). :)

Yeah, I wish I'd known how much better SugarCube was when I started!  When I give that game its total overhaul, if I stick with TWINE, I'll definitely be converting it to SugarCube from Harlowe.   (Honestly, I'm not sure why Harlowe is the default format in the first place.  If it had defaulted to SugarCube, I'd never have wasted my time with Harlowe...)