Before beginning this soliloquy, I would like to wish all visitors and fellow game developers a healthy and meaningful new year.
As much as I hoped last year to be "prosperous," it ended as a disaster. Both "Blob Apprentice 2" (BA2) and "Starlite Legions - The Nullmage Oracles" (SL1) fell behind schedule, and "Dexterity TCG" fell from grace. I fully understand that much needs to be worked on this year, and it is now my new year's resolution to revive Xekkosoft's faltering progress. "Hopefully" is no longer the word for the year.
To commence the year, I have cleared the Soliloquy. The website will also be restructured over the next few days. In addition, the long-awaited BA2 and SL1 sites are still on the way, however they have made it off drawing boards and onto the production process. I expect the first release of these two websites by mid-February. Major release news on the homepage will also be updated more often, as only 3-4 significant events occurred throughout the 2007 year. My plans for increased involvement should raise the number of new items.
Blob Apprentice 2 was back to the drawing boards, as I realized that nothing beyond the menu was really planned out properly. The 10 themes for BA2's 50 levels were finalized, and the unlockable goodies were settled upon. AstroParachutisme, the quintessential french parachuting game, will make a comeback to BA2 as an unlockable minigame and a bonus level. The little known history of the BA series will also be revealed, and BA2 will be my last major open-sourced project. In its final release, I will document the planning process as well as the inner workings of the source to mentor fellow game maker users about creating and executing a game plan. Rest assured that existing progress was not lost in the replanning process.
Starlite Legions' plans were neglected for well over a year, and when I uncovered it on New Year's Eve, I found it lacking substance and thought. It was also unorganized and crude, with pieces of the game here and there which couldn't really fit into one contiguous game. Now, the room structure was revamped, taking all new gameplay concepts into consideration. Within the game in development, the menu screen had a facelift, and the sky background was redone. A beautiful new opening sequence was also added. I am also experimenting with a "battle swatch" game information system, which will simplify large tables into one convenient wristwatch-like interface on the right side of the game screen. In addition, SL's battle engine will undergo a complete rewrite, as the current AI stalls often and is also very dumb. If the plan succeeds, unit types, landmark names and demo levels will be released as early as early March.
Meanwhile, I have an imminent major exam at school, as well as 3 due school projects. Expect a new Soliloquy entry in late January, when the progress for BA2 and SL1 stabilizes and the school exams end.