Terug naar devlogBack to devlog Caput · Het Laatste Dorp

The attack that never came

A scene was missing from Episode 5. I found it by accident, and then it got worse.

There was a hole in Episode 5. No crash, no error message, nothing blinking or beeping. A scene that wasn’t there, while it was supposed to be. And the annoying part: if I hadn’t tripped over it by chance while testing, nobody would ever have noticed. Me included.

I was playing a route I’d already played dozens of times. At the point where the attack was meant to come, the heart of that episode, something else happened. Something flatter. A nameless victim where a name should have been. At first I thought I was mistaken, you do that after the hundredth run, but it stayed flat no matter how I played.

Here’s how it fits together. The game builds scenes out of variants. Which one you get depends on the state of the story: who’s still alive, what you chose earlier. A system picks the right version. That runs on templates, and how they work is something I wrote up earlier in The same path, other voices.

Two variants stood ready for that attack. One, the real one, with a face you know. The other a generic fallback, nameless, in case the first didn’t fit. That fallback had no condition attached. No rule saying: only play me when you have to. So it won. Every time. The real scene was simply there, complete and already written, and was never once reached.

Fixing that was small work. The fallback gets its condition back and learns its place again.

But when I went looking at why this could happen, I found something that bothers me more than that one scene. Beneath the text I write sits a second version, in a form the game can read. Between them sits an importer, the script that turns the source into game data and is meant to keep the two in step. That importer leaks. Along the way it has already thrown out some of my own prose, text I’ll have to write again. And if I were to blindly re-sync both versions now, I’d lose content in roughly eighteen more places without seeing it.

The rewriting will be fine. But it takes time. And more importantly: this isn’t a scene bug anymore. This is the foundation sitting crooked. And you don’t straighten a foundation in one evening before a release.

So the release moves back. This project is about calm and quality and no rush, and that doesn’t only apply to what you read. It applies most of all to the machinery underneath, because that’s the part you never see, until it quietly breaks something.

I’ll give a new date only when that foundation stands. For a horror story there’s something fitting about it, by the way. The scariest thing wasn’t a message on the screen. It was a scene that quietly wasn’t there, and that nobody would miss. I want it back before you play it.

Meer entriesMore entries
Het Laatste Dorp Folio · MMXXVI