Soul's Unrest: You have the ability to see ghosts, and after a close friend goes missing, you set out to find them. You'll encounter a variety of characters along the way, including several ghosts that you can choose to help find peace and pass on.
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5/5 I'm pivoting my efforts back to working on Soul's Unrest. I'm in the process of refamiliarizing myself with some of the systems I built (after 8 months without touching it) and sorting out exactly what I require to fully complete the prologue.
1/5 I've been away for quite a while, getting myself settled into my new job and spending some time reevaluating my the different projects I'm working on. TLDR: I'm shelving Zombie Night, potentially permanently. I'm pivoting back to Soul's Unrest.
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4/5 Soul's Unrest is a game that, even just getting to talk to people about it still gets me excited, and that's really why I started teaching myself how to make games in the first place. To be able to make a game that I wanted to make. So that's what I'm doing.
I've officially started my new job as a Sr. QA Analyst. First couple of days went well and I'm excited to see where it goes. I'm still working on my personal projects, first finishing up Zombie Night, and once that launches, shifting back to Soul's Unrest
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Given the remaining timeline, I'm officially going to have to push Zombie Night out of Feb NextFest. Which is not all bad. It means I can have a more complete experience and can stop burning late hours hammering on things, get some playtests going, etc.
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Unfortunately, as NextFest grows ever closer and I have hit several road blocks with making my game, I have to accept that the Zombie Night demo may not actually be ready by then. I'm still working through things, but with only 10 days left, I'm doubtful I'll make it in time.
@ArturSmiarowski Especially in early access titles, it's not always a given. Once it's in 1.0 and beyond, there's more of an expectation for save compatibility, but even then it's not guaranteed.
It generally needs to be an intentional decision to maintain, but is often overlooked
@BarelyAGS Always skippable unless there is a technical reason for it being unskippable (ex, they're using this dialogue as a loading screen, but even then, as soon as it's loaded, let me skip)
First playthrough, yeah, I'll listen to most of the dialogues, after that, not so much.
@Mkeyla_Creates I think it depends on the scale of your game. If you have a smaller project, or something that's not overly intensive in the first place, it doesn't really matter until it starts affecting FPS.
It is good to learn the code though so you better understand what it's actually doing.
Working on getting the expedition map hooked up and functional.
It'll likely get new art after NextFest, (or before if I have time) but the layout will do for now.
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