ok so over in the X% thread Burning Ocean commented on how development pace has picked up recently, and was asking why.
it's a good question, considering that we basically went from nothing for months/weeks and now we're back to a % every few days. there's basically two and a three half reasons:
Walpurgis is a good person.
those of you who know her from the bug/troubleshooting section probably already know that. what fewer people know is that we ended up taking her from bug reporting to bug fixing. instead of just fixing save files, she's not fixing the game. what an actual hero. we have her helping out with the scripts after Marcello and Kuro taught her how to mingle with 'em, which has freed Marcello up to focus solely on AI without having to worry about the pile of outstanding battle system errors. Also Marcello finished his school term. so that helps too.
Kanaya is also a good person,
but the difference is not as many people already knew that, and she'd probably gripe at me for saying that she is ;D. Previously just helping out with mapping, I've also been teaching kanaya to handle events and I've given her a solid handful of the sidequests to do for the episode. like walpurgis with marcello, that freed me up to focus solely on the story (and other bits) which meant i could cut through those pretty quickly. at this point sidequests are all that's left so i'm going back to them a bit, but it was super helpful to have other hands on it in the meantime regardless. this is the first time i've ever actually had other people working directly on adding the game's content so it's a pretty big step for me. and also promising for future endeavors.
the other three half reasons all have to do with me and my home life. more active users might know that dan moved in with me around february, and that was fine at first. however, as time went on there was some conflict around his schedule and financial stability. his schedule being janked meant he was here a lot of the time, and i quickly discovered it's near impossible for me to focus on writing with someone else around. story is usually the quickest part of development because i get super motivated for it and just hole myself up for a few days and slam it all out. but with everything going on and him always being around, i couldn't really do that. also, when one isn't sure what their living situation will be like in two weeks or two days, productive energy tends to take a hit. also also this episode had more than normal in the way of story stuff to do in the first place, so that was unlucky.
so the three half reasons we suddenly sped up are because basically:
- conflict/financial/schedule stuff at home finally seems to have worked out, so no more issues swarming around
- i got over myself and learned to actually ask for time when i needed it even if he was around, something i didn't feel able to do in the past because i'm bad at people
- and very shortly after either of those things happened, i finished the story anyway making it all a non-issue
so, here's what's left to do for the episode:
- small AI piece concerning partners using moves on their allies (i.e instruct, pollen puff, etc)
- some other outstanding AI improvements/bugs based on E17 performance
- like 2 squests (the objectively better name for sidequests)
- some trainer battles
remember, the misc updates progress bar is not real.
we'll start supervised testing once probably like all but the first bullet point are hit, since that's pretty minor. my hope is that that will be within the next two weeks, but don't take that as an expectation.
wish us smooth sailing and few buggos.
Edited by Amethyst