Daily Report - 22/01/2024 (Patreon)
Content
The future of these reports?
SoE is nearing the base feature completeness (for now)
You may have noticed is already during the past week of daily reports, but they make it seem like development is going quite slow. This is because we have pretty much every mechanic in our game that we want to have in the final version, and will now mainly be focusing on just getting more assets (items, characters, enemies & lore) into our game over the next few months. This weekend Thomas got rid of some of the final “blocking” bugs for our demo, and we still have a bunch of small bugs and QoL improvements that are still in our TODO, but they definitely lack any flashy looks or cool things to showcase.
Because of that, I am uncertain what to do with these daily reports, as I feel like progress interesting enough to share on a daily basis, but I still think this report structure can be really good for keeping everyone up-to date and aligned on priorities and issues. Maybe more info in tomorrow’s report?
I think this is a good thing to be honest. We set out in the middle of September with the idea to create a “small” game, and whilst it’s not done, it has reached a state where it doesn’t require a lot of heavy code resources anymore. We definitely managed to stick somewhat to our schedule, at least in regards to what we could actually control (code & game design). The main limiting factors right now is simply the financial means to commission a bunch of extra characters, and time to get all those assets made.
What’s next?
We submit our Steam demo today, whether the rooms are finished or not. Our old rooms are fine for Steam to test out demo build, and we can just wait with marking the demo as public until the new rooms are available and updated on our demo branch. In terms of what we’ll be doing workwise, William will keep working on them rooms, hopefully this can be finished somewhere this week still. I managed to build up another week of YouTube backlog already, so I will be taking a more administrative load today, as we actually have some cool upcoming sponsorship leads (that would fund the rest of SoE’s art requirements).
“Always maintain constantly shippable code” – John Romero
Marnix Wyns
Producer & Creative Director @ BiteMe Games