Hello! This is actually the last log of the year, huh? Well it’s been a wild year, and unfortunately, my devving took a backseat in the later half of it. So, this’ll be another shorter log.
(As always, you can also find (usually) monthly dev stream highlights on Twitch (link at end of log)! Though I did not have a stream in November 2021, I worked on sprites in October 2021’s stream).
In terms of visual stuff I can show, I basically finished up the main menu this month:
There still may be a few changes, of course.
And also made a little concept for an enemy:
You’ll encounter these lil dudes in a few areas!
Other than that… I’ve done a lot of work on figuring out the items & fortes (skills) that I’m happy with, and... there’s more stuff that I can’t visually show.
Honestly, Call of the Overseer isn’t really at a point where I can show many visual things. It’s a lot of rough placeholders for the foreseeable future, especially for the environment/battle. So I can’t say what exactly the next log will bring… but that’s enough for this log!
Everyone have a great rest of the year! See ya in January!
Dev Streams: [LINK]
Dev Twitter: [LINK]
I’ll keep it brief! It may have been obvious, but I’d been putting less time to work on CotO ever since around… September-ish? There’d been a few things going on (such as the two painful semesters leading up to THIS final semester… graduating spring 2022 baby let’s go!). And honestly a lotta things haven’t really *stopped* going on, but I’m instead getting better at managing said things, fortunately.
So while I don’t have much to say other than “I did some writing and database readjusting”, I think I can start putting a little more focus into CotO in the future, for the time being.
…I also have last month’s stream, which was pretty much just that! [Stream Link]
Now, I DO have some plans for the future. The most important one being that I’m planning for Chapter 2 of Call of the Overseer to be ready and released by the end of 2022! Not much else to say there. Also, this is unfortunately a plan, and not a promise.
My other plan is to start holding more than one dev-stream a month, whether it’s CotO, or some other game I’m developing on the side, like one for a game jam. I can’t say how frequent streams will be, but that’s my plan for now.
And that’s all! Hope you’ve all had a nice start to the year, and I hope the rest of the year goes well!
Log 7 [March 2022]: Still Devving, (temporarily) Not Logging
Hello! Time for the next, and final (for now) devlog! Nothing’s gone wrong with Call of the Overseer. I still am, and still will be, developing as I’m able.
The issue is that I don’t work fast enough to feel right posting bi-monthly devlogs at this point. Even after a year, the game is still in a very prototype’d stage. My progress is very slow, and I’ve realized the devlogs themselves had kinda started to become me working on specific things that I could show off, instead of working on things that actually needed to be worked on.
(...I feel like this is a common dev woe that I hadn’t realized until recently).
I talk about this with a little more detail in this twitter thread on my dev account [HERE], but basically…
I’ll be temporarily stopping these bi-monthly devlogs! Apologies, but I’m just one dev who’s currently been working a bit too slowly to make consistent devlogs that I’m actually proud of. I DO want to revive bi-monthly (or even monthly) devlogs as Call of the Overseer gets into a more readied phase.
Now, on the topic of dev streams (which can be found [HERE]), I’ll probably still be doing those! Especially since the dev streams aren’t strictly developing, but also a good time to talk about other people’s games, game development, rpgmaker-related questions, and… anything really, not even just RPGM stuff.
So in conclusion: Still working on Call of the Overseer itself, there’s just gonna be a hiatus on these devlogs! Though, I’ll try to post more on my dev account with that in mind. Maybe some in-engine things here-and-there… an enemy or two… other character concepts… who knows!
With that, I’ll see you all next log, whenever that may be!
Proper localization into several languages on a commercial rpg project might be one of the best signs that the developer is super invested into making the game something high effort, because it ain't cheap to hire good translators.
6 hour drive back from Florida and I was able to plan out 6 mini game Common Events for my Game Jam entry, including a new one I hadn't thought of before. Also had some new ideas to improve what I already have and the post game options to continuing playing the mini games that you liked or didn't get to try. Pretty productive drive.