In other news, I'm hoping to get the quest finished and released by the end of the year. The project turned three a week ago; and as much as I've felt like developing Three Crests has been akin to a quantum leap for me as a game developer, I don't want to be working on this forever.
Well, that deadline came and went. Whoops. I feel really bad about that.
Progress on this has been slow, glacial almost. 90% of it due to real life factors; but fear not, Three Crests is STILL in development somehow.
The holdup is still mostly script-related. I've been really slack on finishing NPC dialogue, trade sequences and everything else in between - and the dreaded boss scripting haunts me when I sleep at night. I think the fact I've had roughly a year and a half away from this due to external factors as well hasn't helped me in terms of knowing what's left to do: the to-do list is shorter than it was 12 months ago, though.
That said, Mitchfork has started going through the absolute mess that is the Original Flavoured Three Crests Script Folder and started re-organising and updating everything to be in line with what was in the Crucible Crest 2.0 demo. We're intending to implement some features from CC as well - the ring system specifically - but the intent is to add a twist on things so it isn't necessarily just a copy-paste.
Oh yeah, screenshots to tide you over:




