Barring the effects for the assets, the prologue is completely coded! It does exactly what it’s supposed to, when it’s supposed to. And I’m really proud of myself. It’s really exciting to have an idea in your head about what you want the game to do, and then it does it exactly as you imagine it.

I’ve always had issues in the past where my creations are never 100% where I want them to be. It’s one of the most frustrating things about being an artist that you have this brilliant idea for a piece, but now matter how good you get, it never quite matches what’s in your head. I think coding is a lot more satisfying that way. Things either work a certain way or they don’t. Even if the behind-the-scenes stuff looks messier than you intend, as long as it works on the front end, mission accomplished.

The good news is, the prologue is done. The bad news means I have to go back to writing the first act. I’m going to have to delete huge chunks of what I wrote before because I realized it just isn’t where I want the story to go. I do that a lot actually. I’ll write pages upon pages, realize the story is hitting a dead end or a plot hole, and then just toss it.