Close, very close...
Early this morning I finished the last renderings, and throughout the morning everything was incorporated into the code. Right now, I'm fine-tuning the final details of the code, trying to put an end to the little problem with the starting point of the saved games (when I asked to do it) of version 0.1a and 0.2...
After that, I have to put the audio section in order, although yesterday I also reviewed a large part of that adding new audio to some new lines of dialogue from Mother and a Guard.
And finally, testing to be able to report the new gameplay time... The text review has already been done, although there can always be a couple of changes here or there. Anyway, and thanks to the poll (no, I don't forget anything, I haven't forgotten and it had its purpose) that you so kindly answered, I think I can continue to trust that I'm doing well in that part even though English is not my natural language.
But enough of the chit-chat, here are some important data... New images in this 0.3 release are 1034. That's more than double the last major update (0.2), and with two months of development instead of the normal three months.
The total number of new lines of code at this point I don't know anymore because I've had to re-do some things to put some order in them... and I've been thinking that maybe it's not even worth putting that data in the reports.
Lines of code are not really useful data because they can vary a lot without having any visible implication for you in the game itself. For example, a single variable declaration, depending on the complexity, can easily be 100 lines of code long and you won't see any of that inside the game. It doesn't affect you.
So I'll stick with what's important, the amount of words in the dialogue... The full game now has 32302 words in dialogue. That means this update has 9832 more words. To give you an idea, everything you are reading right now is less than 500 words...
By the way, a note about the images. This version has 4 fully rendered animations in 30 FPS (I call these real animations). These animations consist of 40, 80, 80 and 50 images respectively (250 in total, so don't expect anything grand). And along with them, other images corresponding to minor animations (I've done similar ones before) and with much less frames per second that don't even need to be buffered to work properly.
So I'm going to split the images into static ones (784) and real animations (250)...
If all goes well, the update will be ready for download tomorrow night (Chilean time). This whole mess is as much for you as it is for me. So I have a base for the "changelog". 😁
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Uploading V 0.3... 2 hours estimated.
1:44 AM in Chile and all I have to say is FUCK YEAH!!! I finally fixed the damn problem... So we're all set. A couple more checks tomorrow morning, then I'll compile and upload the game. So it's possible that it'll be a little earlier than previously stated. What a stupid problem, but I tried saving a game from version 0.2 right when I asked to do it, shortly after Sally's death. Version 0.3 follows exactly what happened after that so it was very important to find the glitch. I aimed for a simpler approach, changing the order of a couple of things... and that's exactly it. I still don't fully understand why it happened, but at least I found the solution. Now I can sleep peacefully...
I couldn't help but mention this somewhere... While reviewing the audio, I have to repeat over and over the 2 main instrumental songs. The one from the start menu and the one at the end of the game (with the final credits)... I can't help but smile and think "God, how lucky I was to find these two wonders".
