| Cute Feet |
Flaming June was particularly flaming, at least that's what the troglodytes of the MSM would want us to believe. At one point I found my father wearing a Christmas Jumper in the hope of staving off hypothermia ... admittedly that was only a single and abbarent occaision, and it has mostly been "PIGGING HOT".
So, ignoring straining CPU/GPU fans, we have still been productive on the development front.
This has mostly been about a continuation of enlistment with the AI raiding parties, and interfacing information of what the hecking doolalies the NPC are doing, so the player does not feel random embafflement as they just follow the Ai around blindly.
This has all been part of upgrading the ergonomics, aka user comfort, of having an actual human bean, interfacing with the whole game environment, and not expecting them to be telepathic as to what my actual intentions were when designing the game. This has naturally been more of pain in the bottom than expected, and taken longer than desired due to faffing with GUIs.
There has also been some faffing with testing engine upgrades, due to Sony, that massive billion dollarooney corporation having created the model format the game engine relies on, somewhat ignoring it's own creation over the years, leading to Blender 3D dropping the exporter plugin recently. This has resulted in FBX becoming the dominant format, and a whole lot of engine rewriting to make certain that it actually works as intended.
So after a month of mostly record breaking sweatiness, interspaced with a small period of freezing bloody cold, we have come to the stage of having to create the final parts of the User Interface, so the squidgy human (at least we hope it's going to be human but you can't tell these days) can actually get the game to work as the designer intended.
Next up, some branding images, and the long processes of a Steam submission, hoping that I have remembered all of the things required to pass said Steam submission process.
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