Goin' Public


It's been roughly four months of full-time work, but the project is finally approaching what I would consider a 'presentable' state. It's quite rough around the edges, but the core gameplay loop is in and quite functional. There are a few major changes to the camera &  movement systems that need implementing before I'll consider the demo 'done', though. Once September rolls around I'll have far less time to put into development, but I should still be able to push out a few updates a week.

This week was a lot of polishing and addressing feedback. The game is a lot clearer about what the player's motivations and objectives are now thanks to really being blunt about it in dialog. Plus, visual feedback for 'unlocking' knowledge that the game tracks. There's now a bunch of capital-c Content that hopefully explains itself well enough to show off the whole 'the world moves along in different ways depending on how you approach it'.

On the incredibly dorky side of things, there's been a lot of back-end work for making my schedule-creation tool less of a nightmare to use. Keeping the Schedule-editing buttons fixed relative to where the window is scrolled is such a minor consideration, but it's easily doubled my speed while working with the tool.

My favorite new area, though it desperately needs a little more clutter:

Going forward, I plan on having a new post every Friday, giving a brief overview of what I wasted my time on that week. Thanks for reading!

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