I took a little time off from development to play some games and catch up on some life things.
And now there's some work things that are higher priority so I can't really dive back in just yet.
But the #chron4 blog will continue!

请别在工作死🌸I sometimes like working on never-to-be-finished video game projects
Right now I'm making a game called Chronicles.
Wanna make a game? Here is a list of great C++ libraries to use.
I maintain a Letterboxd in much the way that I assume people maintain bonsai trees.
| This is Owen: |
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| And this is Molly: |
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| Furthermore, this is Max: |
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I took a little time off from development to play some games and catch up on some life things.
And now there's some work things that are higher priority so I can't really dive back in just yet.
But the #chron4 blog will continue!
I've had my project manager hat on for the last month+ trying to figure out the next standalone milestone that gets me closer to the full game. Originally, I assumed that I would just focus on creating the early game experience more or less as it would appear in the final product. Upon further thinking, if the combat mechanics milestone was designed around getting a bunch of mechanics and systems put together and working, then the next milestone should aim to do the same, just with a new set of systems.
So Milestone 2 is going to be: The Mid-Game Dungeon
Here's some major highlights for this milestone to get excited about:
I really want the next playtest to be more of what someone might expect to experience roughly halfway through a campaign.
I've spend the last week working on a complete overhaul of the map system to be able to support the new interconnected world, and it's probably onto lighting and sight from there! I really feel like the work required for this is a lot less intense that everything that has come before it so I hope this one will come together rather quickly!
It's been a really wonderful week of getting my combat system into the hands of interested parties! I want to take some time to pontificate on the last 14 months as well as talk about the future.
Feels like I hardly got to touch this over the weekend but did manage to squeeze in the basic system for actor turn-order as well as input-controller player character, camera following, and just the quickest dirtiest A* I've ever cobbled together.
Edit: Also wanted to show off some of the palettes I've been putting together as I try to wrangle standards for palette colors so that UI will still work.
Digging up this post from last year where I gloated about how bad the pathfinding function is because it literally just cost me an entire day of debugging