Malevolent Planet 2D - Ambitious Endeavours
Hello! It's yet another Monday, a pretty chilly one.
The list of tasks for this week is more clearly defined than the previous weeks' since the beginning of the year, but not necessarily easier.
Bugs:
I've received some useful bug/QoL reports on a NSFW forum regarding older content and I'd like to go through them and have "fixes" for them in this week's planned public release.
I want to compile a build that contains those fixes + the teleport ones and pass it over to the Patron who's able to feasibly reproduce the teleport into nothingness bug, it'd be great if it's solved.
Content:
Finish animating the new scene.
Finish writing NSFW dialogues for the new scene.
(Optional) Add an "enticing" illustration before the NSFW animation starts.
Combine all of the above in a playable flow.
Add avatar sprites for the aliens.
(if time allows) Draw Melissa's Avatar to include it in the first dialogue with her.
Release(s):
I'm aiming for a Patron Builds update on 25-26th of January (2024) that includes the content from this month, bugfixes, the new intro cutscene, new female chibi sprites etc.
I'm also aiming for a public release around the same timeframe, but something tells me it might be better to have it next week since this week is the last in this month and it'd give me a bit more time to not mix up the changelogs for the Patron build and the Public build.
Social Engagement:
I'd like to release more WiPs of my alien avatar art, Melissa's avatar art, etc starting this week.
I need to edit the Patreon tiers since they're a bit out of date, especially the step-by-step images description and the cheats build(s). Not sure if anyone's interested in those right now, so if you disagree or you would like to see other benefits for different tiers feel free to send me a message either here or on Discord.
In general I'd like to turn on the thrusters a bit and fly to space ๐ and for that it would be great if my attempts to fix issues people might be randomly encountering are successful.
When you're a solo dev the scope of your work has to be very carefully planned, because one part that makes game development fun is allowing your creativity to run rampant and create (hopefully fun) minigames but you also create creative bugs as well. Unity turns out to not be the best engine if you're looking for stability, because what works for you won't work for someone else.
To that point, there are a few successful indie games launching lately in Early Access, like Lethal Company. Bugs can become part of the fun when you're into a multiplayer environment, but I bet nobody likes bugs where the game crashes.
Anyway I'll try to get as much done as my above list this week. Thanks for reading this and I wish you a pleasant week!
