Dev Journal: On Lockdown

So. Long story short, Covid really messed me up for a while. First it stopped me dead for a few weeks, then it kept me in a fog for an absurdly long time after, and… I’m still not sure I’ve actually completely shaken that off. That added a lot of problems and delays to what was already a pretty complicated process behind the scenes, and that’s put a pretty huge delay total on this update with not a lot to show for it.

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Project Wild One v0.03 Now Public!

Supporters have had access to this version for about a month, but now it’s finally time to share the big new changes with all of you! You can get a refresher on what’s new with this huge post over here, and you can always find the newest public version to download in the menu on this site, on the left on computers and possibly at the top on phones.

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Dev Journal: Swing Between

So far, it sounds like folks are enjoying the upgrades v0.03 brought to Project Wild One a lot, and I’m glad for that. It was a beast of an update to get through, and I’ve been picking up the pieces after it since I finally put the seal on and shipped it out. This is something of a transitional period in development, and I’m hoping to make a smaller update with a few easier things in it next.

Let’s talk about where we are with Project Wild One in a broader sense, then we’ll get into a little bit of the specifics of right now.

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Project Wild One v0.03: Special Touches

If you’re a mid-tier supporter, you can play the new version now! This version will also open up to lower-tier supporters in a couple week, and in about a month it will go public for everyone!

The big question is, what’s new? I’ll have to tackle that in parts, as I’ve changed a lot of little things all over Project Wild One with this release. To me, the biggest change with v0.03 is that we’ve switched to a dynamic text system! There are a few layers to that, both in how I mean dynamic and what it means for you.

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Dev Journal: Thinking and Writing

So where are we with Project Wild One, in the grand scheme of things? After anticipating it for many years as a complicated but exciting new project I’d hoped I might get to someday, I finally gained the skills necessary and took the time to hammer out the most incredibly simple prototype for the idea and named it v0.01. It’s hard to overstate how much it was basically a bundle of placeholders ready to be expanded into the game I wanted to make, but it was enough to give a very rough idea of the direction I was going in.

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PWO Hotfix – v0.02b!

I got a lot of feedback on the recent update, and usually I’d incorporate changes as needed into the next build, but in this case it sounds like a lot of players on Android were getting game crashes all the time, and adding an important adjustment would both give everyone a more enjoyable experience and enable those on their phones to actually play as much as they liked, so I’m updating v0.02 with a few small touches.

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