Good people of TIGsource!
I have good news and very sad news...----Warning, major rant!-----
First off, the bad news - One of the team members decided to leave the project. It hurts me pretty badly, and it leaves me so frustrated of the overall history of the team. I've been putting a lot of effort getting the team to work and given them warning several times. Each time I've gotten royal promises and just the bit of work to persuade me, but in the end it's more like they have held those team positions in hostage. I'm sure they did not mean to hurt me but I've not had it easy and feel cheap-tricked and held back.
So, when it looked like we had a final chance to make things work (taking a university course with the game as project) for the following period, one of the team members just blatantly decided to leave. This together with the fact that the third team member refuses to work in all but his own codespace, which means he have only been working on the level editor :/ Gawd, you have no idea how much I long for working with competent, inspiring and hardworking people.
I want you all to know that I alone have made most of the work. I have made all graphics so far, all publicity and the website (not so much effort put there though), all game design AND most of the code. I was questioning whether or not I could make this on my own, but judging by how much work I've done I'm pretty confident I can make this on my own. But I have to sacrifice a lot of the content that I wanted finished for the milestone and competition. Instead, I'll put all my effort on the code. This is a bit sad, but it's what I have to do.
Trying to keep up the pace I've been sacrificing more and more of my time. It's incredible though, I feel stronger and more motivated than ever and I can work all my wake time without growing tired at all
The motivation I feel for this game is huge, and I will do everything in my power to keep it floating. I don't know how long I can manage to do that though, so any support is welcome. Especially hugs Oh well, sorry for that rant. Now for the jolly good parts!
The in-game mode is now connected with the worldmap. This means that you can now place a location in the worldmap, go to the real-world position it represent and get that visit stored in the event-log shown above. You can scroll through this list and may play through the event lying first in the queue. Doing this takes you to the in-game mode featuring the battles, puzzles and NPC dialogs
Next thing to work on is making locations actually appear on the worldmap on their own. Also, they should be relevant to your current progress in the game.
I've also been working on a little tileset for the very first place in the game - the crashsite of your expeditions airship.
I SO want to make a gameplay video now. Making a video that could represent a game such as this requires a bit more effort though
I'm sure I can work something out though.