Lost Sosaria Development Diaries

I’ve started a series of development diaries at Lost Sosaria, following in the tradition of some of the other remakes out there.

The first one doesn’t have much to say, admittedly, but for what it’s worth:

In the previous iteration of Lost Sosaria, I had appointed a size of 32 by 32 world units to a square on the graph paper, and then subdivided these into four 16 by 16 areas in turn. The kicker, so to speak, is that developing a 16 by 16 area doesn’t take much less time than developing a 24 by 24 area, which means that I actually trim my invested development time — per area — by a factor of approximately three. So I’m moving faster overall — three times faster, roughly — and overall the scale of the world I’m using is about 56.25% of the previous iteration. Also, it’s easier to be succinct and fit everything important into one area when you’re building to the larger specification.

I’m becoming slightly paranoid, and so have adopted a defensive policy to combat the chance that I might irreversibly corrupt the module after an excessive session of editing. As I add each new area to the module without generating a memory fault, I save the module and then copy it to the Mac. This gives me the opportunity to have a current snapshot for testing at all times (since I do all my playtesting and in-game screen captures on the Mac anyhow), and also takes care of my desire to keep a current backup of the module on a seperate drive from the main version.

Also, there are 15 new screenshots up at the Lost Sosaria website, including a series that show the day-to-night transition in the game.