Heh, that's actually rather comforting. It's nice to know that someone other than myself is benefiting from my updates. And it's worth noting that despite the positive nature of my updates, it's getting pretty tight for me as well. I've sliced and diced my way across my original design document, tearing things apart. There are so many features and content that will probably be left on the drawing room floor, it's almost sickening at times. So don't feel bad if your game isn't living up to your personal expectations, or if you are a bit behind schedule. Dealing with this sort of pressure, and working under these deadlines is a major component of game development. Learning to deal with this type of situation is just another part of the process, and your future projects will benefit from this experience.Black Lord Titan said:I find reading the progress updates gives me more motivation to keep going. Not finishing my game is far more frightening than seeing that, your's Kain or anyone elses, is going to schedule. Thanks for the SFXR again btw. Even though the sounds it produces seem like they came from the commodore 64, I've been able to get a few things out of it I can use.
And now it's time for another status update. All of the major musical themes for my game have been completed and integrated. On Monday I coded a function to automatically fade the music in and out whenever a scene transition takes place. I also went ahead and coded up the credits sequence that will play at the end of the game. I took the provided Zero Punctuation theme music / rock fanfare and added it to the main menu. I also caught a bug in the timing class I am using that preserved scripted actions across scenes. I found an easy fix by making a call to delete all current actions at the beginning of every scene. The integration of the music was what tipped me off to this bug.
On the gameplay side of things, progress is a little slower, but steady. I now have enemy coding added to three of my four levels, as well as rudimentary interactions. A basic weapon system has been added to two levels that I hadn't worked on very much previously. I'm expecting to finish off the interactions for those levels tonight, and begin working on the fourth. I probably will cut or truncate any boss battles except the final one, replacing them with scripted sequences. Some more graphics need production, but mainly just one more character, and a few small background elements. I incorporated additional background graphics for one of the levels, and it really adds to it.