Thursday pomodoro report
A pomodoro is a 25-minute block of focused work. I promised to do at least 10 per week when the first funding goal was reached.
Pomodoros I-V
Finished designing the Operator recruitment path.
I'm at my real work all day tomorrow (to say sorry for losing about twenty grand because I was concentrating on making a video game instead of actually doing my job – oops), but I'm now well on track for finishing all the remaining design work on Saturday or Sunday. That means that I'll have all next week for coding and writing – can't wait. :-)
My tentative timeline looks like this from here:
Next week: Beta test of completed Lifepath for Analysts+
Following 2 weeks: code Lifepath impacts & SURPS skill rolls into the game. Patron poll on next development goal
In 3 weeks: Beta test of completed Lifepath for all Patrons. Release of Female Agent 1.4 to Analysts+. Dev poll concludes; start work on version 1.5
In 5 weeks: general release of Female Agent 1.4
Comments (6)
WHAT? I checked this game after 9 months, but you are still stuck at the Prologue stage and doing overly complicated Character creation system?? Its really sad that story is pretty much stuck at the same spot it was 1 year ago...
The overly complicated character creation system will pay off in the long run.
Hope you don't get into trouble at your real job.
Yeah, that's a lot of money lost. Performance review aint going to look to good on that one.
I feel like those should be SLURPS skill rolls, but whatever >>
Oh MAN that is such a better name
