Well, it certainly has been a while, hasn’t it?
It is fair to say that the general lack of activity on this blog has been directly related to the lack of significant progress on Vespers. While much of that has been due to the inconsiderate intrusion of Real Life on the development process over the past, oh, 18 months or so, a fair share of the stagnation was also due to an unfortunate combination of bad luck, shortsightedness, and an incredibly exasperating game engine.
I’ll conveniently ignore the former stuff, and expand just a bit on the latter.
As I’ve discussed in earlier posts, most of what I’ve been focusing on since last fall (or so) has been the first cutscene, since the demo [More...] Read the rest