As you may know if you have followed us for a while, every month we have two development blog posts on the site. One from Spencer where he details new art that he has been working on, and one from me (Tyler) where I go over the programming/system development. This last month our progress has been a bit slower than usual. Partly due to the fact that both of us and our families all took a vacation to Nashville to unwind for a week. Unfortunately, soon after I returned we received news that our new puppy has some serious health concerns that may be lifelong.
Naga - a dachshund, basset hound, jack russell mix - will be having a skin biopsy soon to confirm if she has vasculitis, a condition that impacts her immune system and causes a lot of discomfort. Over the last couple months we have been dealing with the symptoms and trying to manage the side effects of various drugs we've used to try and treat her. Hopefully we will have more answers soon, but the many doctor's visits and close attention she requires has been stressful and has impacted my work. I wish I had more development progress to share with you today, but sometimes life just gets in the way.
All that being said, we have still managed to make some very important progress with our inventory management system. I thought it might be kind of fun to do a more informal development video covering these features where Spencer and I discuss some of our design process. As with everything else in these blogs, nothing is final, but the discussion featured in the video might give you some insight into the kinds of conversations we often have when trying to shape how the game will function. Sometimes we don't always agree on how something should work.
Progress has been made in a few other areas including terrain tile loading and game state saving, but unfortunately none of those aspects are very visual so they don't make for very interesting blog posts. Let us know what you think about the inventory UI in the comments.