
There's an art to crafting everything the first time. In order to make a game cohesive, I have to produce an experience which gives you each UI element, and each mechanic one at a time. ...
2023-10-30 21:52:31 +0000 UTC
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WHAT WAS IN THIS MILESTONE
I foolishly labeled this Cleanup. When i...
2023-10-15 17:39:18 +0000 UTC
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Just a quick post while I'm doing the Sun/Moon wiring on our custom sky.

We have received an invite to have a booth at Fan Fest next year. As the deadline fast approaches, I'm going to look at what...
2023-09-13 18:36:48 +0000 UTC
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3/21 of the Time Travel Rigs remain. This milestone has been WILD!
COMPLETED TASKS
- Creation and Wiring of the Artificer Wheel
- Creation and Wiring of the Time Tunnels
- Addition of AI
2023-09-10 15:18:09 +0000 UTC
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And so we return to the Developer Room (Palace? This thing is looking more and more like a Persona dungeon by the day).
2023-07-09 19:09:01 +0000 UTC
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This is so incredibly exciting for me. The Artificer Wheel is so central to the functionality of the game. It's our Ocarina of Time, our Blitzball, our Master Chief Suit... and it...
2023-07-05 21:13:46 +0000 UTC
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The Artificer Wheel has a connected book called the Lexicon UI. There's a Page for Each Zone which contains NPCs from that Zone, and pages for Major Abilities, Places, Things, Events, and Enemies of note. Each skill, when clicked, spins the Wheel to the correct c...
2023-06-26 20:19:52 +0000 UTC
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I spent some time in Sketchup... can you tell?
One of the things which made Ocarina of Time and Majora's Mask so utterly addicting was that you had a magic tool which was your constant companion. Despite the game being relatively simple you always...
2023-06-22 17:41:04 +0000 UTC
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Not much can happen until we're done wiring up the Time Travel System. It's required for forward progression. We coded it back in MILESTONE 2 last year. But it's just been sitting and waiting. You can see the first half of the wiring video from yesterday here:
2023-06-17 05:05:24 +0000 UTC
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THE BIG NEWS IS THE BEST NEWS
It’s taken a long time to reach this point. One of the hardest things in the creation of a game or new IP is the foundation of a unique sense of universe. I’m a huge advocate, as a writer, that a solid narrative is founded not in the word...
2023-06-10 04:16:23 +0000 UTC
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Big announcements are always the best ones. Our friends have gathered to let the community know that the Design of the Overworld is now 100% complete (barring a couple of small fixes discovered in Post).
Over the next week, we'll do a lovely 'World Tour' video, and a Stream on Twitch to m...
2023-06-05 22:18:45 +0000 UTC
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THE LAST TWO MAJOR ZONES!
THE LOSTLANDS
Personally, this is one of my favorite zones in the game. It's Greco-Roman themed (in the sense that the ruins there are) and has a tribal theme for the race that lives there. You'll remember that we talked ab...
2023-05-28 21:00:11 +0000 UTC
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WE'RE GETTING INCREDIBLY CLOSE TO THE END OF THIS MILESTONE
...a phrase which is incredibly fun to say. 0.1 was Infra. 0.2 Was UI and Core Functionality. Those each took about two months. So fo...
2023-05-25 21:24:47 +0000 UTC
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I WONDER IF IT'S LIKE THIS FOR OTHER DEVS...
I spend every free second I have Developing. I am not sure what that means for others. For me, that means taking the TB of ass...
2023-05-21 15:30:55 +0000 UTC
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First and Foremost, I confused Emberspark for Heavensreach. Don't ask how but during the creation process I mixed the home of the Scienifelves with the Gobots. I created one, giant, amazing, hybrid zone.
2023-05-03 02:24:51 +0000 UTC
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Librus is huge. It's genuinely the size of the overworld in ES IV. Which is... both cool as heck and incredibly challenging.
I genuinely didn't understand what went into lighting a scene. Which is to say, you would THINK you were just dropping lights, and those lights would...
2023-04-22 19:22:36 +0000 UTC
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Oh world design, you magnificently challenging task you.
We're finally at the half way point of the world buildout. It's one of those tasks that has to be done at the beginning of ...
2023-03-27 18:26:37 +0000 UTC
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"I've spent about... 4,000 hours on this project at this point. Which... is both a lot, and was less time then I spent playing either Dark Age of Camelot or World of Warcraft. I was a video game QA for a very, very long time. So repeatable, redundant tasks are something of a professi...
2023-03-21 17:28:58 +0000 UTC
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So the work on Librus continues well. With movement, quests, compass, maps, UI, Inventory, and Camera controls out of the way (and having one of two roads for AI and Combat chosen) it's really...
2023-03-20 01:18:10 +0000 UTC
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