Weekly Report (Mar. 11th)


Hey everyone.

I didn’t feel very well this past week, which forced me to take more breaks than I usually take, but I think I finished overhauling the traverse tile system. However, I'm not going to release a new build this week. I haven’t tested all the changes and didn't adjust the code in the existing level-logic scripts, so I'm pretty confident that, best case scenario, there will be active action buttons where they are not supposed to be or, worst case scenario, it won't be possible to complete the current version of the demo. I will test everything this week, and if something doesn’t work as intended, I’ll fix the bugs or oversights.

There is no list of changes this week.

I mean, I could probably describe what separate components were consolidated and added as part of the general TraverseTile script, but I see no practical point in doing that. The closest thing to a list would be:

- Overhauled the traverse tile system - hopefully, everything works fine, or at least won’t require much bug fixing;

- Also reassigned the values of those components, but there may be gaps I'll need to fill manually. 

This week, I’ll test the tiles, modify code where needed, make changes I intended to do but lacked time (such as automate the pulsing effect of the tile icons - right now, the pulsing is controlled from within the level-logic scripts, but I want to make them deicide themselves whether the icon should pulse or stop pulsing; I already have the idea of how I’ll tackle it), and then start working on the next location - I need to design the layout, choose the icons that are appropriate for a market location, and prepare sprites for backgrounds and new characters, let alone revise the script.

This week promises to be a busy one, but not painstakingly so.

I’ll see y’all next time.

Get Chronicles of Forgotten Islands -DEMO-

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