Blood and Lyrium - Monthly Report - October
The past week has been extremely hectic - with the Scripting contest coming to a close today and my projects at work throwing up nasty bugs, I haven't had time to work on BaL as much as I wanted to. I have a couple of go-lives this month too - one on 15th and another on 29th so this is going to be another busy month! I have decided one thing though - no more Community Contest stuff till BaL is done. Well, unless it is an exterior level contest, in which case I can submit one of the levels I am currently working on.
I did manage to finish up my entry for the Scripting contest - The Cranky Harem and you can download it from DANexus or BSN.
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| A 7x7 game board with highlighting turned on when you place game pieces |
With that out of the way, on to the Monthly Report.
In the October monthly report, I had mentioned how I need about 6 small exterior levels to serve as entry points into other areas. I am happy to say these are done! They are primarily reworked OC levels but it did take a fair amount of time to edit those levels and get the lighting right.
I am also close to completion on the first custom class for BaL. This will be the class the player will play. I know I have mentioned previously that the player will be allowed a choice of 2 custom classes but I've restricted it to one now. Why? The whole module now integrates the background of this class as an over-arching story within and will continue to do so in the next iteration of this module. The second custom class will now be restricted to a particular party member.
The prototypes for 2 other external areas are also complete and I will start building the levels this month. It's going to be a fairly intensive process, as level building always is but it should go much faster now that I am comfortable with this aspect of the toolset. Also, all the interior levels for the alpha release are done! I made an excel workbook to keep track of areas, creatures, conversations, etc and realized BaL will have 57 areas! I can tell you, it took some time to digest that as I had never quantified that - in my mind, it was always the the function of that area that was predominant.
On to the percentages then!
Story - 100%
Quest Design - 90%
Companion design - 40% (no change!)
Custom Classes and Abiltities - 50%
2D Art - 0% (again, no change!)
Level/Area Design - 90% (just one more level to go!)
Level/Area Implementation - 40%
Conversations - 30%
Scripting - 20%
Cutscenes - 10% (no change!)
Monster/Encounter Design - 0% (I should really start on this)
Custom Systems - 40%
Overall, the module is around 30% complete. I was hoping to make big gains in October but sadly, that didn't materialize. Here's to hoping November is better!
Plan for November:
- Finish up the alpha release for testing - target: Nov 15th
- Finish the 2 prototypes exterior levels
Till later! Read More...










