I managed to get over the hump and finished about 90% of the dialog. It was difficult for me to make characters keep saying something about the puzzle and storyline depending on the situation.
I sincerely appreciate subscribers reading this. I don’t know how one-twelfth of 2023 has passed so quickly. It has been about a year since I opened this homepage and started doing social media for the first time. Many things happened while making Axiom of Maria after I quit my job, some of which gave me opportunities or were worthwhile, and some put me into hardship or made me despair. I’m sure they both taught me a lot.
Somehow I wanted to write separately for the blog other than social media this time despite my poor English. I have been writing dialogues for about a month, and it has stuck. Usually, the more I spend time, the more things I can make, but writing doesn’t work like that, at least for me, which makes me not know what to do. During this frustrating time, I’m trying to find a path with other things like making music, fixing bugs, or adding small functions. But the obstacle this time seems pretty sturdy. I’m trying to end this writing by the middle of next month, but I’m not sure. I became a bit nervous because dev takes more time than expected, but there is no other way than to move step by step. Translation, Voice recording, more polishing, game options, QA, etc., are waiting for me following the writing of dialogues.
Thanks again for reading my whining, and please excuse me if my expressions were awkward. Have a good weekend.
I am working on dialogue but couldn’t make much progress because of the paperwork finished yesterday. I appreciate everyone paving the way for me to think about only game-making. And happy lunar new year.
About one-third of the dialog is finished roughly. It seems the way of delivering the story is getting settled down. Besides dev issues, I’m stressed with unfamiliar document stuff, which teaches me how little I know about world things.
I wrapped up the dialog flow. Now I’m filling dialogue, adding small functions, and fixing glitches. I’m aiming to make conversations not stop during gameplay. I hope every line has a role, which is difficult for me. I don’t like what I wrote now, but I expect it will be better if I rewrite it about twice.
(Sound On) No new screenshots for this week because of writing dialogues. I brought music instead. I thought the dialogue flow was almost done yesterday, but I started it over again today. Anyway, happy new year!
It’s been eight months without weekends since I started reworking and adding gameplay with new backgrounds. I managed to finish them off and go on to write dialogues and polish combats. The end seems to be in sight.
I made a video comparing the dev of last year and this year. I thought I made a lot of improvement in performance, lighting, gameplay, etc., but visually some parts may not show much difference.
Anyway, thanks to everyone who supported “Axiom of Maria” this year. Merry Christmas.
“Pyebaek room.” About 70% of backgrounds are roughly done. There are still a lot of bugs and glitches in gameplay.
While polishing the background, I brought out a skill slowing down time that I made a long time ago. You can deflect enemy bullets or solve jumping puzzles more easily by slowing down time. Like other skills, you can activate or deactivate the skill by installing programs (perks). You can deal with the battle or puzzles without slowing down time if you are slick. I didn’t want to add a skill in the polishing phase, but I couldn’t find a better way. I still seem to be hesitating.
I have continued polishing backgrounds and gizmos. It goes now slightly more than half. The next is writing texts and polishing the battle.