Sacrarium Devlog: 02/02/2025
I just wanted to draft up a more official devlog for the progress on the Sacrarium series since my last one in January!
Assets are still being made. What I have seen thus far looks absolutely stunning.
I have programmed the first 2/3s of the game entirely (minus Dante & Lysandres sprites). It has also gone through a small round of playtesting, where a handful of major bugs were identified and ironed out. The current programming includes all of the sprite programming, CG programming, shaders, music, SFX, the codex, and in-dialogue hyperlinks to codex pop-ups! So a lot of prograss has been made.
I've also started to get back some drafts, W.I.Ps, and mostly finished CGs from the first rounds of CGs for WRBC. It's been a delight to watch things develop so far!
I do have WRBC on a slight programming pause. Our dear editor has around 80k words to finish editing, and I don't want her to stress out about too much. So, I'm holding off for a bit to give her time to edit in peace.
Which means, Ihave had time for....
I have fully made the scapple outline.
But I wouldn't be here if I've just done that. No.
I have actually transitioned from the scapple outline to the ROUGH Partially Coded Outline!
I have taken all of the 'post it notes' and mechanics from the scapple outline and turned them into a fully functional skeleton (MINUS the dynamic affection system. That will be added into the Detailed Outline). I have then made sure to test and make sure that all of the scenes flow correctly.
Well Sacrarium Contego will include some LIGHT schedule management elements. You have challenges to pass, and you need to do your research and experiments to pass said tests. Thus, your time must be managed wisely.
Which means I had to make sure that there wasn't an infinite loop pf doom.
It would be so embarrassing to make an infinite loop in such a simple system...which makes it even more embarrassing I did it twice.
Make sure you finish your $ commands! Otherwise, you get to be like me! Staring at the screen (and the problem code) for 10 minutes, going "WTF??" until your brain goes "Oh there should a = True there."
Luckily, current light testing shows that is functional from start to finish without looping infinitely.
So while our lovely WRBC editor works on the last 1/3 of that game, I am going to make more awful bashed together BGs (Pario's only look decent because Rian painted over them thank goodness) and start making the detailed outline for Contego.
Once there is enough progress on WRBC's editing, I will get back to programming it. I just don't want to rush my editor. After all, the plus side to working on a series is that if one game has to pause, I have three others I can work on.
I look forward to seeing you all again at the end of February with a post about how much I manage to get done this month!