Current Status: November 2016

The holiday season means a weird mix of time-off and family obligations, so there’s likely going to be a lot of stop and go when it comes to working on Interns. A plan for my next update is starting to come together, however, and I’m hoping I can deliver some actual story content while I work on building the systems that will be running behind the scenes.

Figuring out the coding for the rest of the game has, thus far, been the hardest thing I’ve had to do. I’ve been trying to break it up into manageable tasks, and I’ve finally started making some decent headway. It’s crude, but I have the skeleton of a system that will allow me to make modular events now. Actual programmers would probably be horrified with how I’m doing it, but I’ll worry about optimizing things more once I’ve gotten all of the features I want working first.

On the graphics side of things, I’ve spent more time exploring the possibilities HS provides. I’m really torn thus far, as the lighting options appear to be less complicated (best I can tell, I can only use a single light source), but the studio not only allows me to swap characters in scenes, but preset outfits as well, which could make the customization of the PC easier for me to handle.

• System planning continues, and ideas are getting more refined!
• First generation of the scheduling system is coming along. Basic “work days” can be generated with a randomly-selected series of events.
• Script writing has mostly focused on events to fill out the system (with the goal of creating enough content for two full days for the next release).
• Revisited HS for further evaluation on the possibility of using it for graphics. Worked on porting a few of the characters over.

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