Happy New Year! We hope everyone stayed happy and healthy over the winter holidays! Let’s go over 2023 and our plans for 2024!
Before getting into 2023 in review, let’s go over December quickly! As per usual, our focus was on cutscenes, interiors, and animations. We also worked on some bug fixes and updating Gamemaker! As we are now tackling larger cities, we’ll save an overview of the city and it’s interiors after they are completed. In the meantime, here’s a look at one bug we’ve fixed:
Did you know that if you happen to be in an interior with camera movement that if you entered into the main menu and returned it broke? No? Neither did we. It was a bit of a surprise when we stumbled upon this. Most interiors are made such that a camera isn’t needed, but in this case one was! A quick check in the menu for something led to… well… this. But it’s fixed now, so all’s well that ends well.
We also spent time this month upgrading our development machines (they were 10 years old) and the Gamemaker version from Feb 2023 to Nov 2023. A few important things came out from this:
Gamemaker has a number of build-related changes coming in the future so likely things will continue to improve as we upgrade over time. This largely means that development time is spent developing instead of waiting for things to compile.
And that’s it for December!
Now let’s talk about 2023! And man, 2023 was a thing. Lots of exciting things happened, but there was a lot of interruptions and difficulties. Let’s go over some of the highlights and see what we accomplished!

The first big thing was completing the overworld! That was back in Feburary! Wow! We’ve gone through since then and added interiors for nearly all of the cities – we are left with half of Ziacia and Olvia (those two big cities in the south of the map). Once those are done nearly all maps, and sub-maps for the game will be complete! Kinda. We will still have to add NPCs and such but, well, that can’t be done until the maps exist.
Another major focus for the year was adding Main Story Quest cutscenes and skits. These are the main meat of the game. We spent a lot of time working on these and finished adding all of the skits, and most of the cutscenes! We also did some general cutscene infrastructure improvements.

Lots and lots of time was spent on working to improve the turn-based battle system. In particular:
Other improvements and work include but aren’t limited to:

Now lets get into what we’re cooking for 2024!
Generally speaking we’ll be doing more of the same with adding content and putting everything together. Our year will focus on cutscenes, maps, battle systems (turn-based and debate) and general bug fixes and performance.
In the short term (3-6 months), this means:
And looking beyond that (subject to change):
So with all the being said, thanks for reading and have a good start to 2024!