Saturday, July 2, 2016

Bedine Progress Update

There hasn't been a tremendous amount of work done on Bedine as I've started a new job in real life and it has a time and brain power consuming. There is some other real life stuff as well. That does not mean there is no news however, there is good news. I have completed a full playthrough (in sections, testing and fixing as I went) of Bedine through the ending dialog. So the campaign is now runnable from beginning to end without running into a gamebreaking bug.

That doesn't necessarily mean there aren't any gamebreakers hiding in there, just that the game is complete-able. Also, the final showdown with the big bad isn't written beyond "placeholder", but the confrontation starts properly and the epilogue begins properly when you defeat the big bad.

So that's really good. And since I've been fixing bugs along the way as I played through various sections, things are in pretty good shape. Playing through I see where some things need to be more fleshed out, but that work is going to be just in adding conversation and other bits to expand the players immersion in the gameworld and make things more coherent. Some potential companions require some "systems" work to get working ingame, but if that's too much I can just not make them available as companions, and I have the systems working in a test module for testing that specific thing.

I've reached a point where I want to shove Bedine out the door because new ideas are always shinier than old ones (cough, thinking about Crimmor when trying to finish Path of Evil for instance, cough). I know I should take the time to get it properly fleshed out.

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