I took a week off to recuperate, but I’ve been busy in the meantime.
Sorry I forgot to post a dev diary entry last week — it’s been a rough couple of weeks. On my mentor’s advice, I’ve decided to take a small break to unwind and take care of myself.
Some new The Weight of a Soul-related things: I finished the dialogue UI, and the premium version of the game now puts up nice clickable dialogue options instead of the text-based command prompt. Here’s what it looks like:
I’ve also finished the artwork for the compass rose in the top right, and all that’s left to do is to implement the clickable CSS buttons:
FYP Progress Report
Last week I presented my plans for The Weight of a Soul to my university professors. There wasn’t much in the presentation that hasn’t already been explained in my development diary, but you can take a look anyway:
Spring Thing 2021
Perhaps most excitingly: The Weight of a Soul is ready for its debut at Spring Thing 2021. I spent the better part of this week wrapping up a submission build, revamping the official webpage, and making promotional artwork for the game. It’ll be out on April 2nd; I’m both excited and terrified to see how the reception goes!