Dialogues done. Tutorials for bike combat and the end credits (for special thanks) were added. Polishing starts from the beginning again. I think I have to polish the whole loop at least twice.
DevLog 230205
I managed to get over the hump and finished about 90% of the dialog. It was difficult for me to make characters keep saying something about the puzzle and storyline depending on the situation.
DevLog 230128
I finished half of the dialog but was frustrated because I was stuck with writing. I made new music to change the pace, but it still goes around in circles. You can listen to the new music on the video.
DevLog 230121
I am working on dialogue but couldn't make much progress because of the paperwork finished yesterday. I appreciate everyone paving the way for me to think about only game-making. And happy lunar new year.
DevLog 230114
About one-third of the dialog is finished roughly. It seems the way of delivering the story is getting settled down. Besides dev issues, I'm stressed with unfamiliar document stuff, which teaches me how little I know about world things.
Devlog 230107
I wrapped up the dialog flow. Now I'm filling dialogue, adding small functions, and fixing glitches. I'm aiming to make conversations not stop during gameplay. I hope every line has a role, which is difficult for me. I don't like what I wrote now, but I expect it will be better if I rewrite it about twice.
Devlog 221231
(Sound On) No new screenshots for this week because of writing dialogues. I brought music instead. I thought the dialogue flow was almost done yesterday, but I started it over again today. Anyway, happy new year!
DevLog 221224
It's been eight months without weekends since I started reworking and adding gameplay with new backgrounds. I managed to finish them off and go on to write dialogues and polish combats. The end seems to be in sight. I made a video comparing the dev of last year and this year. I thought I made a lot of improvement in performance, lighting, gameplay, etc., but visually some parts may not show much difference. Anyway, thanks to everyone who supported "Axiom of Maria" this year. Merry Christmas.
DevLog 221217
"Pyebaek room." About 70% of backgrounds are roughly done. There are still a lot of bugs and glitches in gameplay.
Axiom of Maria - Devlog 221210
While polishing the background, I brought out a skill slowing down time that I made a long time ago. You can deflect enemy bullets or solve jumping puzzles more easily by slowing down time. Like other skills, you can activate or deactivate the skill by installing programs (perks). You can deal with the battle or puzzles without slowing down time if you are slick. I didn't want to add a skill in the polishing phase, but I couldn't find a better way. I still seem to be hesitating.