I’m finally getting close to my development milestone: releasing the first downloadable demo of the game.
I decided to delay the release a bit to properly define the .VOT format, which now contains all game resources, including map scripts and spawn logic. It felt like one of those foundational things that, if done badly now, will haunt me forever later. So yeah, worth the wait.
One of my current personal challenges is setting rules for myself to avoid infinite development. You know how it goes, there is always “just one more feature”. I’m actively trying to keep things focused so I can actually ship.
I also finalized the concept of the new editor. It’s not just for drawing sprites anymore, it’s now used to define maps and generate .VOT files too. A lot of features are still missing, but since this is internal tooling, I’m fine with building it incrementally, adding functionality only when I really need it.
At this point I can’t wait to release the demo, mainly because it means I’ll finally be able to move on to the Action Adventure part of Void-OT. That’s where things start getting really interesting.