AOMC1 DevLog 241125

The dev log is a few days late. While testing, I made significant adjustments to the level design and added a scanning feature. Whether it’s useful or not remains to be seen, but the scan works completely differently compared to the prologue. I also changed how doors operate, making the environments much larger while trying to speed up the overall game tempo.

After a week of crunching, it’s finally in a state where exploring doesn’t cause major issues. Next, I’ll be tweaking quests and enemy placements before running another round of tests with friends. It looks like I’ll need to dedicate all of November to wrap this up. Internally, a lot has been reworked, but visually, there’s still not much to show, so I haven’t been able to post dev logs on social media.

Solo development feels like an intensive crash course in everything I hadn’t learned before—whether it’s technical skills or life lessons. It’s incredibly exhausting, but I’m realizing a lot without crossing the line into self-blame.

Temporary things I made inevitably need to be properly redone. Well, that’s why they’re called temporary.

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