

In the meanwhile, I'll say what I've been doing - it's been so long that I don't have a coherent list of what I've changed since last update, so I'll just say what I've worked on recently that might actually be in the game in some form when I publish it. These annotations also serve as earmarks for areas of the game I can go to work on when I'm bored or frustrated with the task at hand, and additionally will help me remember what my intentions were for certain sections while I'm playing the game.Īnyway I'll finish this thought at the end. I made it to explain when things are missing but I see no harm in explaining whats missing, what I need to fix, etc. So I think what I'm going to do is just release as-is, but annotate some things > widget. This sort of disincentives me to work on small incremental improvements in favor of chasing larger and more nebulous, which is fine but it means I've managed to leave a lot of things that need fixing untouched.īut then this puts me in the position of releasing it in a form that's kinda busted up (especially since I accidentally added yet more bugs to systems adjacent to the event launching system, which I should really just replace entirely considering how convoluted it is). That said, long delays between releases frustrate me because it just compels me to continue releasing nothing while I work on the game. December is just not a good time to get anything done. I was hoping to get the Dating system vaguely functioning (along with two minigames associated with it) but as December began I started to realize I might not get it done but still held out hope there would be time to get some of it done, but I was wrong. I've been pulled too many ways to make the kind of progress on II I'd been hoping to before end of year. How do I normally start them? I think it's something like "It's been a while since I've done one of these, hasn't it." right?
#Incubus city codes update#
PS: I'll do an Incubus Update to talk about how I plan on organizing my time on this project going forward.

If you aren't running it in debug mode you might find yourself in inescapable situations. I gotta remind you again - and this goes double for anyone who hasn't played it yet - this isn't a game. Now the dealer just grabs half the discard pile and shuffles it once the deck has been depleted.) At least I fixed the first bug (which was: when there are no more cards in the deck, players can still take cards from it, which will fill their hand with null cards that cause everything to screw up. The main disappointment is I had the chat minigame on the precipice of being done only to discover a bug which in the process of fixing it I added new bugs and now it's in a worse state than it was in before. That said, I find that I enjoy going through old content and fixing it up - in some cases, making it baseline functional, in others expanding on stuff I did poorly or just didn't bother writing. That said, I'm not displeased with this release because in the process I started thinking of ways that I can balance working on the things I find fun and working on the things that need doing.īecause of changes I've made to how different things function, there are going to be a lot of bugs - ones that did not exist in existing scenarios. So I'm going to say what is probably my catchphrase by this point but I wasn't able to get everything I wanted to done.
