🔴 Time Quest is a text-parser adventure Chad Goulding began developing ~20 years ago.
🔴 Now, with his permission & access to the source code & game design document, I'm teaming up with @shdon and Brandon Blume to finish developing the game. 🥳🤩
I'm trying to re-create that nostalgic feeling of early point-and-click adventures. I did a render in Bryce 7 and it turned out quite well. #gamedev#indiedev#screenshotsaturday
Been doing some more cleanup and behind the scenes work to get an MVP uploaded to itch at some point soon, latest new thing is a way to show the "influence" and "access" radius of a building. Not perfect, still working on the color choices for the stripes, but we're getting there! Should hopefully have something uploaded soon.
Yesterday, I submitted version 1.20 of Bills to Budget for review, then got this email a few hours later. This was at least the third submission I made from 15.4, and it was happily in the Waiting for Review state when that arrived.
Late yesterday, I resubmitted a new binary, just in case, and it’s still waiting. I’m now paranoid that’s it’s fallen into an AppStore Connect crevasse, and it will take me a month to get someone at Apple to fix it (all while being told that all is well)
Working on structure placement tool, testing on these humble hay beddings. It works with structures of any shape (i.e. occupying any set of grid cells) and shows what area the structure will occupy.
I'm starting to add replication since I'm now getting into actual player interaction systems. To reduce code duplication, I wanted a generic interaction function with a templated parameter.
Doesn't work. Unreals reflection system, which is needed for replication, can't really handle template types. That's a bummer.