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My very own lith past
My very own lith past









my very own lith past
  1. #My very own lith past update#
  2. #My very own lith past full#

I’m glad I was able to pull it together in the end, but it doesn’t make for a very strong example of a first “one month development cycle.” That’s something I’ll have to keep experimenting with, I suppose. It was only pretty last minute that I was finally able to hit my stride at all and put some scenes together I could be fairly happy with, to finally give the jello section repeating content, though just a little bit. So there were a lot of complications making it much more difficult than I expected to get into my usual “flow” with writing.įor a while I was honestly worried I just wouldn’t be able to hit this deadline at all. It’s been something like a year since I wrote seriously for the project as well, and once I came back to it, I found there were actually a lot of little problems I’d left myself with how the snacks are set up behind the Wooden Door if I want to keep the content interesting and varied, to avoid any scenes stepping on others’ toes, so to speak. It’s been a huge turning point in my life to stamp MVOL complete and move on to other things, so it’s been really hard to get enthusiastic about coming back to it at this point, honestly.

my very own lith past

So for this update, I dipped into the open territory I set up specifically for adding new side content without messing up the main storyline too much: the content behind the Wooden Door! That’s explicitly sort of a “side area” that lets you have a little relief from how heavy the main storyline can be with some silly, fun stuff, and I left that open to be expanded down the line, so that’s where I went this time.Īnd, well… I’ve talked about this a lot in some recent dev journals and such, but that ended up being a lot more challenging than expected.

my very own lith past

It’s arguably already bloated in some spots, for that matter, but I have a lot of things in mind for if and when I work on a heavily edited “director’s cut” or similar down the road, and this isn’t getting into that. I don’t really want to add much to that, as I don’t want the experience to get “bloated” or have a lot of extra nonsense distracting from what should be a tightly refined experience. MVOL is officially complete, and everything you need is in there to have a complete experience as I’ve intended it from start to finish. So those were things already just waiting for an excuse to get published, but I wanted to add at least a little new content. Returning players will probably find it already updated in their galleries, but for new players in particular I’m hoping it will make for a much better, more consistent “feel” for that section of the game. I’ve also accumulated some new art that was waiting to go in! Along with two new pieces very near each other in the later game, one of which it’s impossible to miss as you play through, I’m also finally replacing a particular piece of art that just… didn’t fit very well with the look of those nearby it in the story.

#My very own lith past update#

Part of the reason I wanted to update MVOL again was simply because I’ve had a few bug reports and wanted to push an update to fix and polish things up a little.

my very own lith past

I’ll talk a little more about that in a bit, but for now, let’s talk about what IS in this update.

#My very own lith past full#

Even when I was in full swing writing on MVOL, I only got a decent chunk of content together every two months, so this is half the time to write and everything, and with all the other circumstances, even getting half as much content put together was… challenging. Now, that does mean that this is a smaller update than usual. February really tried to throw me for a loop there, and I’m sorry if anyone going by the dates alone was disappointed on Saturday. So I set myself a deadline to get at least a small release done in no more than one month, and today I’m following through on that with MVOL v1.01 shipping to supporters… under the definition of a month as 30 days. I wanted to put out new updates every one to two months, and so far it had only been two months or more. One month ago, Project Wild One finally released v0.01 to supporters, and I was frustrated that it had taken so long when I had pledged to shift to a “one to two month” development cycle during this stage of my career.











My very own lith past