Monday, February 22, 2010

Yet another boring progress report.

Well, unfortunately progress on Neverwhere has been going at an unexpectedly slow rate. I just went through the proofreading list two days ago and have been waiting for the next list. I also haven't heard from Kevin for days now, which is pretty frustrating since the game is nearing its release.

Friday, February 19, 2010

Argh! Proofreading!

Okay, I just received a list of things to fix from one of my proofreaders. It's quite a long list and he's still at the beginning of the game. Boy, it looks like it's going to be some while before I can release the game. With the slow rate things are going, I'd say mid-March is a pretty fair estimation.

Monday, February 15, 2010

Broken record.

Well, it's been a while since the last update. I'll be completely honest, the last few days were pretty hectic. Work was tough, and chinese new year was unexpectedly pretty slow this time around. Let's deal with the bad news first, I hate to sound like a broken record here, but I'll be completely honest, I haven't touched the source code since I last added the speed dial code. The good news is though, I gave the speed dial code a whirl yesterday and it works just fine now.

What's next on the agenda before the release? Well, there are still a couple of things that need to be done. First, I need to "tone" down the difficulty for the lockbox puzzle. Then there are still some typos and grammar errors to be rid of. And of course... I still need some guinea pigs to test the game again.

So much things to do, so little time...

Monday, February 8, 2010

Neverwhere progress report.

Here is a list of things I've done for Neverwhere since my last post:

*Fixed lots of typos and grammar errors. Ugh, what can I say? I guess you reap what you sow.
*Replaced all of the placeholder tracks with the stuff Rinku and I bought off indiegamemusic.com. Man, these tracks are awesome!
*Toned down the music volume.
*Inputting the wrong password in memory/epilogue now returns the players to the title screen.
*The end of the memory cutscene now returns the players to the title screen.
*Fixed a bug pointed out by Starmaker.

That's it so far. I'm feeling pretty optimistic about getting everything done by the end of the month.

Thursday, February 4, 2010

Moblog

Finally found a decent blogger client for winmo standard OS. It allows offline posting, so you can write your blog at your own pace. You can also save the post for later if you didn't get the chance to finish them. And oh, it also comes with the ability to upload images. Pretty standard features, but it works well enough. The only thing I dislike about the client is the GUI, or perhaps... the lack of it. It's ugly as sin.

Saturday, January 30, 2010

WTF...

Okay, just as I have feared, the variable-changing bug appears once again. I honestly don't have a clue what's causing it anymore. It just makes no sense. I've looked through the code over and over again and found nothing that could cause this bug. I'm absolutely certain that I've got all my bases covered. Anyway, I asked Retro (one of the playtesters) to send me his save file so I could take a look at it. It's very possible that it's a different bug altogether, but I doubt it.

I'm really, really, REALLY frustrated right now. With the way things are going, there's no way I could have a second build ready by February.

Wednesday, January 27, 2010

Slowing down.

Well, I haven't been posting daily progress for a couple of days now. It'd be pointless anyway. The truth is, there's nothing much going on development-wise. I have mentally outlined what I want to do for Neverwhere episode 2, but that's about it. I'm mentally and physically spent, and I really don't feel like jumping back to game dev mode until April. For now, I'm just going to focus on SD's tiles and catch up on my ever-growing games to play list.

I suppose now would also be a good time to research possible payment method. So far Paypal looks like a good choice, especially now that I have learned that it is now possible to withdraw funds in Indonesian banks. They'll probably take quite a bit from the USD to rupiah conversation, but oh well... what'cha gonna do 'bout it, huh?