Gruedorf Update 14
Topic: Progress Report
I really hope Syn keeps sending monsters, because it's the only thing keeping me from failing on Serinor completely. Observe, a new shadow. A bit of a different take than the vaguely humanoid black blob that I made.
My main news has been in the [sigh] other games I'm working on. (I have issues with doing one thing for too long. And Serinor's just so big.) I have two side projects that I'll share. They both involve revisioning or revising old projects.

The first is a revision of an old V2 game I did, Gelardia: Decadence. I started working on it to try out a few things. The big one was to see how well V3 handled running a 320x240 game at 640x480. Results are favorable, so though maps and entities are at the lower resolution, battles, text, and the menu seen above are actually at 640x480. It's kind of cool. It also uses the text boxes I designed for Syn's game which...

I'm still doing work on. Current project for him: see how well I can make Torin's old Castle Heck raycaster fit his needs. This screenshot shows the Ensign engine I designed for Syn's interactive novel operating within Torin's raycaster, which is running at 640x480. If I can get the graphics to the level Syn expects, it'll likely be pretty cool. Props to Torin for an amazing faux-3D engine. I'll likely end up using what I come up with even if Syn doesn't.
So that's where I am. Serinor's lost some of its allure for me. It's over three years old now, and the part of the work that I enjoy doing (system design, world design, story design, any sort of design really) is done. It's the building that's left, and that part just wears on me. I don't want to drop it, but it's just not fun at the moment, and I have a lot of other things to do that I actually enjoy. I'll keep at it, just slowly. The shiny things get preference.
Posted by Eldritch
at 12:26 PM EST