Devlog Week 3: Sanding Down Edges


Not too much to report this week, was a fair bit of real life getting in the way. Three major areas got a bunch of work done:

  • So much level design. The Inland Courtyard has nearly a dozen scenes that had to be pretty much redone from the ground up - they had been made before I made the switch to ProBuilder, and I had been doing some funky stuff to bodge in primitives. Pretty much nothing had proper UVs, and it turns out you kinda need those to put textures on a surface. Who knew?
  • Character modeling. I'm not that happy with the work made, I may end up trashing it and trying again. None of it is to the level of quality that I'd be comfortable sticking it in the game yet. So, placeholder NPCs remain a little longer.
  • Dialog and the main quest have received some much needed cleanup. A fair bit of stuff that was being used to test the dialog system has been removed, so there should be significantly less jarringly-out-of-character sections. Some more work was put into making the writing more clear with the plot and the sort of things that should probably be clear.


Development going forward is unfortunately going to slow way down - I have this pesky thing called 'post-secondary education' that is going to consume a lot of my time. I'm still aiming for weekly updates, but they'll probably only be as substantive as this week's, rather than at the level I'd been pumping out content before.

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