Help from Afar, and Plot Thickening

I want to take a moment to give a shout-out to someone who deserves some praise. For the last little while, I've had the pleasure of collaborating with a talented gentleman named Cameron Harris. His input so far has been extremely helpful in improving both game design and plot elements, and I think NEO Scavenger will be better for it. His insight into software systems ensures the ideas fit well with the engine, and his creativity should add depth to future builds. Thanks Cameron!

Plot: The Thickening

This morning, I finished a draft of the finale we've been working on, and sent it off to Cameron for his input. We've been tossing ideas back and forth for a couple weeks now, and I think we're almost ready to put our stamp on it. As mentioned yesterday, once the finale is sorted out, we can start working on the plot points leading up to it, and be sure that they support the finale appropriately.

Once that was sent off, I focused on a side quest I've been brewing over the last week or so. It's been a lot of spitballing until this week, but now actual implementation is underway. I nearly have it wrapped up, creating the necessary encounter branches, player conditions, artwork, and plot items, and may even be able to start testing it tomorrow.

The artwork was a nice change of pace, as it's been a while since I painted an encounter image. I'm always a bit nervous about starting a scene: more so than when I paint equipment icons or UI. I think it's because the scene is more than just a collection of individual elements. Instead, the composition, palette, and subject matter tell a mini story, and I'm always a little self-conscious when I tell stories (both visual and written). I'm pretty happy with the result, though, and I look forward to seeing how players respond once the finished product is in place!

That's it for now. Hope you all have a good night!