[Special #3] 1-Year-Anniversary
Hi everyone,
as announced in the last devlog, it is time for another look back. Time has passed and we actually reached the first anniversary since I have opened this game page and let you in on my work. Fittingly enough, the project itself will also reach (with some stretches) the 0.5.0 mark.
I am not sure if I can call the progress made so far the literal half-point of everything I still need to do - but I would actually hope for finishing the foundation until the end of next year. So in that regard, I guess it checks out - as long as I finally start getting more progress done consistently.
People who may looked into older devlogs in the past or nowadays may be aware that I actually did not plan for the foundation to take as long as it currently does. I guess the biggest factor for this, besides the usual underestimating of the time needed, is that a lot of the features and menus I originally made have been expended and reworked over the last months. So while not saying that I would already be done if I had not done that, it certainly increased the amount of work.
Not that I am mad about it - I actually do like how these things have evolved from their first "finished" draft. Still, you also need to know when to draw a line, otherwise you will never be done. That is why I am actually really strict about having everything I made so far checked and finished for 0.5.0, as I do not intend to re-visit that stuff again. I am also more aware of how I want to create most of the missing features and menus now, so I plan to finish them to my satisfaction the first time around.
That being said, while I want to go into more detail in terms of the future progress of this project and such matters, let us take a look back from where we left off at our half-anniversary post back in May. Anyone who only wants to know more about what comes after, feel free to skip to the bottom of this devlog.
Note: This post is related to Late Shape Journey (Beta).
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Version 0.4.0 (June '22)
After leaving off at the battle layout and asset sorting in the last devlog (as well as some concept work I actually did not continue since then), I mostly stuck with the latter by including and adjusting "all" assets I accumulated at this point. In regards of material, this was indeed an important step, especially as I often forgot that this was something I even had to do. On the other side, my "all and final" asset sorting would be re-checked for multiple months afterwards - so there is that.
I apparently also adjusted some things with QoL additions, but do not ask me what I did exactly.
Click here for the full Devlog.
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Version 0.4.5 (July '22)
At this point, you can already notice how I mainly got back to existing stuff and try to tie up loose ends. This month I mainly fiddled around with the battle layout some more, while also finally looking into some database entries (as I wanted to tackle that next), as well as - who could have guessed - some more asset sorting.
I at least also looked into the pet system a bit more (at least in my head), and added the final characters for the project in, as well.
... I had also named this devlog the most disappointing one to date. I must admit, however, that the 0.4.0 one was worse in retrospective.
Click here for the full Devlog.
Version 0.5.0 - Part I (August '22)
Which already brings us to our "Road to" - adventure. While not planned at first, I certainly was not happy with the progress I made the last months - and certainly not with how the half-point would look like. Knowing that I currently got back to old stuff and ... re-doing asset sorting for the hundredth time, I decided to stretch out the devlogs in order to get back to everything I had done so far - while also making sure I can finally call it "done".
I actually started quite strong as well, tackling both the status menu and the battle screen. I gave both an adjusted layout I was finally satisfied with, while also being able to add in more information and features that had been piling up over the months. I also implemented the final plugins for the project to enhance some visuals and get in more user comfort.
In terms of assets, I had added in the final music tracks for the game - leaving almost only some tilesets left in the future.
Click here for the full Devlog.
Version 0.5.0 - Part II (September '22)
Continuing where I left off, I finalized my changes on the menus from last time, while also tackling the next two: The options and item screens.
While the options menu was again a bigger overhaul on how the design is approached (with some additional content changes), the item menu was actually not finished at this point. So I extended the layout by adding quest information and a better designed list window. (Yes, for everyone not in the know, I am using the item scene as a quest interface)
Anyway, while not sounding too much, it took some time to finalize all this. I also had to take some time off to plan out the whole dungeon and quest design in order to make the item scene work accordingly. Which was actually quite fun. (In contrast to the annoying layout adjustments of the option scene I hope to never need to touch again)
Ah yes, and I also began to work on the second unfinished menu - the ability screen.
Click here for the full Devlog.
Version 0.5.0 - Part III (October '22)
Having planned to finish the update this month, but being delayed by my talent for getting distracted and "not feeling in the mood", as always, was indeed a great start for this devlog. Still, I did made quite some progress as before and finally got to the last points on my ToDo-list.
While adding in some minor mechanics to the game, I returned to implementing the last menus I wanted to add for this update, those being the Message Log and Compass/Map screen I actually had implemented plugin-wise not too long ago.
I finished the first one, but stumbled on some design problems that annoyed me so much that I took a week off to do ... something. (I do not remember, actually)
Afterwards, I did come back and finished the latter one, as well. As mentioned, I did want to finish everything on my list, but there just was no time left before the devlog. So, another month for the final additions lay before me...
Click here for the full Devlog.
Version 0.5.0 (November '22)
Starting things off, I checked the list and the project for all minor things I wanted to adjust or decide if they need any changes or not. I also had the opportunity to implement another dungeon tileset for chapter 8, as well as the final hub-area tileset of the game - which only leaves 7 left in order for the project to be asset-complete.
In terms of actual work, I had to re-add terms I already removed from the database and plan out their layout for the battle log in order to configure the design properly for the future.
And that is actually how far I have come. I still have to adjust the battle log and the ability menu, as well as polish up some final things for the devlog of November.
... Which may or may not be a bit delayed as we already have the 14th.
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What is next? (Outdated)
With that being reflected upon, let us look into upcoming things and how I intend (hope) to get things done in regards of next year.
- 1 - Concept Logs
I am aware that I have not gone into too much detail for ... a lot, actually. Which is mostly because I am not good at presenting stuff until I can personally call them finalized. However, this also means that I will finally be able to show you a lot more ideas and how the game plays out when we finally near towards 1.0.0.
- 2 - Upcoming Stuff
As I am done with everything I made so far, I can (and have to) continue everything left for the foundation to be complete. This includes quite a sum of additional menus (like the hub area, the pet management and the rest of the chapter sub menus), as well as setting up the database for the battle system, abilities and such. Based on that, I will also implement the rest of the features and adjust the remaining plugins.
- 3 - Planned Schedule
I intend to have the complete foundation - version 1.0.0 - done until the end of 2023. Which means I would be able to start work on Chapter 1 going into 2024.
While I would be really glad for this to work out, it should not come as a surprise if there would be too much left to do for that - especially as I will have less time compared to the first year.
... Then again, if I would finally use the time I do get more efficiently, I could at least somewhat make up for it.
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End of Special Log
As mentioned, the devlog for this month will probably come out later than usual in order for me to finish everything up.
Afterwards, I will continue my work ... probably. I may continue my vacation into December, but intend to start focusing on the project at that point.
As usual (and for no real reason), I will also add links into this anniversary log.
My twitter (for devlog announcements and hopefully more sneak-peeks in the future): https://x.com/Salbei_Chris
Late Shape Project Main Page: https://ingwer.itch.io/late-shape-project
Like always, thank you for reading and have a nice week, everyone.
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Late Shape - Project
Changeable Dungeon Exploration. (Devlog/Betas)
Status | Prototype |
Author | Salbei |
Genre | Role Playing |
Tags | 2D, Dungeon Crawler, Exploration, Fantasy, Turn-based |
Languages | English |
More posts
- [Update #15] Version B.0.6.5Oct 01, 2023
- [Special #6] Concept Log OverviewAug 09, 2023
- [Concept #9] Unreach ModeAug 09, 2023
- [Announce] Updated Page/Log LayoutJul 29, 2023
- [Concept #8] Field AbilitiesJul 21, 2023
- [Update #14] Version B.0.6.0Jul 15, 2023
- [Concept #7] Battle AbilitiesJun 27, 2023
- [Special #5] Mini-Update Part IIJun 11, 2023
- [Special #4] Mini-Update Part IApr 12, 2023
- [Concept #6] Game StructureApr 12, 2023
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