Hairlock - dev pic

For weeks and weeks, I held to a strict (ever slightly neurotic) discipline. Step towards getting my project done every single day. No exceptions.

I did relax the rule lately. I feel confident that I’m heading towards a happy ending. Meaning, a release. So I’ve been swinging between spare evenings and work evenings, and getting more sleep.

I’m not doing much else except working on content, and marveling at how adding content reveals bugs, and how fixing bugs un-fixes other bugs. But then, I accepted long ago that parts of my engine were poorly written. I would contend it was a sensible move too.

It’s about momentum. I know how to fix my stuff at least. There’s a time to make the code prettier – where prettier means better. Then there’s a time to make the artwork prettier.

I’ve designed technoid environments for parts of the game. But I’m really fond of the outdoor scenes, and I’ve just remastered the wooded areas surrounding Klinnburg.

By the way. There are NPCs in Hairlock. Friends and foes. Just because I’m not showing them doesn’t mean you won’t see them.