{"id":1025,"date":"2025-09-08T22:21:30","date_gmt":"2025-09-09T05:21:30","guid":{"rendered":"https:\/\/lithier.com\/w\/?p=1025"},"modified":"2025-09-08T22:21:30","modified_gmt":"2025-09-09T05:21:30","slug":"dev-journal-for-the-long-haul","status":"publish","type":"post","link":"https:\/\/lithier.com\/w\/2025\/09\/dev-journal-for-the-long-haul\/","title":{"rendered":"Dev Journal: For the Long Haul"},"content":{"rendered":"<p>When I finished PWO v0.09, I mentioned that I wasn&#8217;t sure what to focus on next. The big goal right now is to finish the basics for the Interp-Theory Mind so characters could make intelligent decisions. That&#8217;s the key piece I need in place for so much of what I want this game to be, and I think it will also be the core of what makes PWO special. Plus, once the ITM is in place, I&#8217;ll feel a little better about the idea of taking a break from PWO to work on other stuff for a bit! So there&#8217;s lots of reason to dive in on it, except&#8230;<\/p>\n<p>Well, building the ITM is basically the biggest challenge in this game&#8217;s design. It takes a lot of work and time. And v0.09 was supposed to be a light, quick update, but it turned into a bit of a beast when I really got into developing animations. So I felt like jumping straight into another long, slow update would be discouraging&#8211; for me, and for the players. So I put the question to my supporters. I offered a lot of ideas for smaller things I could work on, and asked if they wanted me to focus on one (or a few) of those instead for a little while, and ship a smaller update in between these big chonky ones.<\/p>\n<p>And the results came back pretty clearly in favor of taking a break to work on some small stuff! I&#8217;d put together a list of a lot of things that would be less labor-intensive to add that I thought players might get excited about, and they rated a lot of them pretty highly, but in the end, there were two clear winners: adding an upgrade that lets you &#8220;bring along&#8221; a few NPCs you really like when you save and load your game; and a system for more long-term progression, where you can gradually unlock options for &#8220;modifiers&#8221; to new games when you start them, like changing the balance of spawns or how NPCs behave.<\/p>\n<p>So I&#8217;ve been working on those since! As of writing this, the &#8220;NPC Saving&#8221; trait is already built and seems to be working, though I&#8217;ll want my Proofers to give it a thorough workout still. Now I&#8217;m working on the design for the long-term progression system. I&#8217;ve been excited to try out a system along these lines for some time, but figuring out all the details for how best to implement it has been challenging. I don&#8217;t want it to be over too quickly or feel like too much of a drag. Challenging, but fun, and hopefully helping teach the game in the process. Plus making sure it&#8217;s balanced fairly between people that are interested in different content!<\/p>\n<p>The funny thing is, while this should certainly be a lighter task in terms of programming and such than most of what I&#8217;ve got on my plate these days, I find myself actually getting pretty anxious about it. Most things I build are still &#8220;in progress&#8221; to some extent, and I can make big changes from one version to the next to tighten things up. But long-term progression feels like something I should mess with as little as possible once I&#8217;ve published it to start with&#8211; something to add to, but not take away from or modify too much. It would feel super unfair to be close to a big achievement, only to load in the new version and find it&#8217;s even further away! Or accomplish something really difficult, then find it&#8217;s suddenly much easier for those that come after you! Plus, the changing design could make some things harder or easier, or just a completely different process! Some things could become meaningless when the mechanics they&#8217;re based on are completely replaced.<\/p>\n<p>So I&#8217;ve had to rein myself in some on this before it turns into another big crazy deal. I&#8217;m forcing myself to accept that some changes may be necessary, there will definitely be additions, and probably removals. It&#8217;s even very likely I&#8217;ll have to have a cutoff at some point down the line and force everyone to start from scratch on a certain version. I&#8217;ll include warnings on these things, and focus on making it good in the long term, rather than perfect right now. That principle is often a challenge for me, and this addition caught me off guard a little on that front. Hopefully, I can do a good enough job you can enjoy it now, as well as later!<\/p>\n<p>Now, I have one last thing to address before I close this out. I&#8217;ve been getting some reports here and there about v0.09 consistently crashing or completely refusing to run. We&#8217;ve been discussing it on the Discord, and it <em>sounds<\/em> like this is mostly restricted to newer Samsung devices. It sounds like it might be a combination of the big new additions and also certain devs not caring too much about compatibility? Keeping games working on Android seems to be surprisingly difficult&#8211; we all know the tragedy of Flash, when a great mass of games all lost support, but it seems like Android is a constantly moving target. Every few months there&#8217;s some new issue with some version or other of my work no longer working for folks.<\/p>\n<p>I&#8217;ll be looking into this to see what I can do to improve the situation. I&#8217;ve been sticking to a certain build of Unity for some time since the controversy a while back, but my best guess off the cuff is that I&#8217;ll need to upgrade to be sure I can reach everyone. I haven&#8217;t done a version migration before, but I&#8217;ve heard they can be a bit of a nightmare. I&#8217;ll be looking into my options there, and hopefully v0.10 will be working for more folks across the board, but I&#8217;m afraid I won&#8217;t be shipping a hotfix for this issue for v0.09. None of the proofers or supporters reported an issue, and I was too deep into the new changes for the coming update when reports started coming in. My apologies if you&#8217;re stuck unable to play for a while! If you have any other devices available, they may be worth a try in the meantime.<\/p>\n<p>That&#8217;s all the big news for the moment. I&#8217;m pretty happy with the changes the supporters voted for, I hope it&#8217;ll add a lot more long-term replayability for folks while you&#8217;re waiting for the next Big Update. The other big chunk of the Interp-Theory Mind is a looming mountain on the horizon, and I&#8217;m already getting ready, starting to spin through the ideas in the back of my mind. I&#8217;m excited to meet the challenge, and to finally have this critical piece in place, but I know it&#8217;s going to be a grind before it&#8217;s done. I want to do everything I can to make it easier for myself going in.<\/p>\n<p>So, that&#8217;s where I&#8217;m at! Thanks for taking the time to read my rambling, and I hope you&#8217;re excited for everything that&#8217;s coming up! Cheers!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>v0.09 was supposed to be a light, quick update, but it turned into a bit of a beast when I really got into developing animations. So I felt like jumping straight into another long, slow update would be discouraging&#8211; for me, and for the players. So I put the question to my supporters. I offered a lot of ideas for smaller things I could work on, and asked if they wanted me to focus on one (or a few) of those instead for a little while, and ship a smaller update in between these big chonky ones. And the results came back pretty clearly in favor of taking a break to work on some small stuff!<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[12],"tags":[8],"class_list":["post-1025","post","type-post","status-publish","format-standard","hentry","category-dev-journal","tag-news"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/paRhev-gx","jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/1025","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/comments?post=1025"}],"version-history":[{"count":3,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/1025\/revisions"}],"predecessor-version":[{"id":1035,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/1025\/revisions\/1035"}],"wp:attachment":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/media?parent=1025"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/categories?post=1025"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/tags?post=1025"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}