The Tale of the Night walkthrough has been added to the forum. I have nothing more to add there but in other news, I haven’t been able to fully design the project. Perhaps it was unrealistic to think I could go over it all that quickly. Honestly having tried, I don’t think I want to attempt to plan out the whole thing! I like to do things in portions and surprise myself as development continues. If I have to work alone over something completely planned out I’d probably get very tired and monotone about the project.
In summary, I was wrong. Designing from top to bottom does not work for the entire project with me, but it should work for things I tend to get lazy about later on. Creating a general layout and sketching in portions and areas I may forget about later seems like my best plan. Tale of the Night a.k.a The Tandem Tales never really had a general layout because the project was originally open ended.
Surprising oneself feels great, I think, now when you mention it.
Speaking of monotone, I did (sort of) an experiment with planned development during the summer, to make a 3D prototype. The technology-coding went quite well… after research.
- But I could never finish the content to add according to plan (3D models, textures etc.) In hindsight the environments I did were really dull and I spent more time on troubleshooting the Milkshape 3D editor (it is apparently troublesome for game content, I didn’t think of that
Things like that are sort of what made me start making my own tools. Unfortunately I now I have phobias about relying too much on other programs and I’m increasing my workload on an already short-handed project.
it’s actually not as bad as it sounds.