October Update!
Work has continued on integrating the new Schedule system with the existing game systems. There was a lot more to do than expected and my completion percentage numbers were off last month–basically we have to go through almost all of the biggest systems in the game and swap out the old schedule variables for the new ones, and for some reason I failed to factor in the NPC dialog/interact system–probably the biggest system of all–in September’s completion percentage. However, at this point just about everything except the dialog/interact system has been moved over to the new Schedules code, and it feels very good to move things from my “in progress tasks” note document to my “completed tasks” note document. There’s still a lot to do but it’s already looking better than it did this time last month.
It’s been a rather hectic month IRL for a number of team members, myself included, and I lost around one fourth of my biggest work days last month due to some fun car-related trouble that I won’t get into on this blog. It’s a little hard to give firm ETAs right now, but things are plugging along, and I hope this coming month will be a little less chaotic.
I look forward to the day where this back-end work is done and I can provide a more substantial update with more visual elements for you guys.
What a wild week it’s been, huh? Hoping everyone is doing alright and continuing to stay safe during these weird times. As always, thank you for sticking with us through the development process.


