etc etc work as usual.
- Restructured the return-to-village-with-wreck sequence and got scene stubs covering all branches in place
- Switched it back so you have to actually do all six of the survey actions, not just 5 out of 6
- Coded up a few of the leader & 2ic talk scenes
- Did the last bit of coding for the Khru/Astau threesome, so all scene stubs are in place there
- Wrote one of the Khru fisting scenes (~900 words)
- Coded up the sex scene stubs for the piercing assistant in the city
I've definitely been forcing myself to stick to the outline, and not add huge swaths of new content. Outlining is easy so it's very tempting to keep going, and only later have to deal with the "actually just this one sequence could easily be another 10k words to write" part. I'd like to have this done in a reasonable amount of time, so I've mostly been filling out and writing up existing content, but there arethree or four side sequences I'd like to add if I get the time. But I should really only think about that after I've got a basic playthrough fully written.
2 comments
Uh... I may not understand what all the things are about, but it seems you're making good progress with the locust game. To be honest, I don't understand anything about the town, I'm kinda just here for two things (beside the cool gameplay) : 1) The story. 2) The sex.
Obviously (to me), you seems to have so much potential, it kind of startled me the first time I've realized you've made Hell Game alone, by yourself. Even if I had the knowledge for it, I don't think I'd ever be able to make something as good as this, or even the second game, which already has an excellent base. Sincerely, I applaud you making this, really, congrats.
Also, you sound like you put a good chunk of your time in the making of these. I might be wrong because if this assumption, but don't push yourself too hard, please, you really don't sound good. I said I'm kinda here just for two things, but I feel a bit worried for you, no joking.
Stay awesome (and please be okay, for unknown reasons, my anxiety really spiked up while writing this)!
oh hey thanks for your thoughtful comment! and sorry i'm like a full week late in responding to it.
really i'm feeling a lot better in terms of outlook about all these projects, it's just like... during game development, or any project really, there's an initial burst of action making the initial plan and doing outlining and such, and after that there's the part where you actually have to sit down and do all the work. and that's fine, there's a lot of misc. busywork that's gotta be done, and sometimes you spend entire weeks doing stuff that can be summarized up in a single bullet point like "restructured internal code". and that's just a thing that happens, but it probably doesn't look super great from the outside.
plus i don't want to do a lot of HYPE SPINNING and always be talking about How Much Progress Is Being Made, Really, and be more honest about the realities of gamedev. and like all game projects, there come times when you have to weigh how much you want a certain thing to be in the game vs. considering realistically how much time it'll take to make. that's part of being my own manager! gotta keep myself to some kind of timetable and that means sometimes going "okay yes this would be really neat to have in-game, but it would take like months and months to code and write everything for it, so i'm gonna cut it".
(or like, i actually wrote a post about it on my blog a while back that goes into a bit more detail, but it's basically just the above.)