Devtober 20
Decided to redesign the character creation UI because it was too busy. I was suggested to split the UI into two pages, which was an excellent suggestion - this is why feedback is so important!
With two pages, I could arrange buttons in a more pleasant way.
Devtober 21
![](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35157834/67a357b25f11aeeb935a8bc942b271d8a5d0e392.png)
![](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35157834/79bb3dd337fab80cff2eb4a740335f86a07e65f2.png)
Okay, now it's visually finished.
Besides doing that, I also implemented the "Random talents" button, began working on the "Random name" button, added confirmation pop-ups for canceling, and finishing the character creation.
Devtober 22
I was fixing the PC.
Devtober 23
Got my PC back, but only managed to work a bit on character name generation before I ran out of time.
Devtober 24
The "Random name" button is now implemented and character creation UI is now linked - meaning it can be used without a mouse.
What's left is opening the UI when the player starts a new game and adding informational tooltips about talent point spending and classes.
This wasn't a full workday either, unfortunately - distractions and chores kept me away from the project.
But hopefully, this development drought will be over soon - I have no distractions planned for the foreseeable future and I'm excited to start working on the next big thing for Light of the Locked World =]
Devtober 25
![](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35157834/ff67097f4b7199574854bd4bccfcab21c08457c8.png)
With tooltips for the UI implemented, character creation is now done!
Now I need to fix a bunch of bugs and implement some sort of analytics so I would get a better insight into how players are playing the game.
Maybe I could even get reports of the crashes that happen to the players - that would help a ton to get the game free of game-breaking bugs.
Devtober 27
Nevermind, I won't be implementing analytics.
Getting feedback naturally is nice and oldschool anyway =]
With that out of the way, I jumped into version 0.5.0 polishing - I'm hoping to release it this week.
Fixed several complicated graphical glitches, made NPC AI smarter, and MADE GAME LAG HORRIBLY AAAAAA.
Devtober 28
I have fixed the lag and finished improving AI.
![](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35157834/e23b8a967069bd03a6f3a43ae3ec1cd8a914950d.gif)
This is how AI sees the environment now: Green is where it can move the character.
Besides that, I've fixed another batch of bugs, improved loot tables again, and made the Eastern Trilith area more enjoyable - during testing I've found out that there are a bit too many traps and that enemies are too difficult, so I've corrected that.
Devtober 30
![](https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/35157834/fe31ee2cd9634a8bfa40303102666da2f4278658.png)
I've launched an update on this day.
The following days were emotionally difficult for me. After spending so much time working on the Eastern Trilith area, I have realized that Light of the Locked World as planned will take a lot of years to finish.
So I was in a very bad mood. But after doing a lot of resting and thinking, I've got a solution to reduce the development time.
I'm going to write about that and the improved development plan in the next entry.
So thanks for reading, and until then!