Since I graduated, I have not been writing devlogs, obviously, but that doesn’t mean the work on BYTE has stopped! In fact, the work on BYTE has remained at a pretty steady pace.
Here on Labor Day (or the day after, oops :} (or two days after, now, lol :\)) I have just wrapped up some pretty significant content additions and revisions. The most notable change on the revisions front is that I have reduced the scope of BYTE by cutting down the number of months in the game significantly. As I reached the end of the first act narratively, I began to realize that I wasn’t going to be able to keep the second and third thirds of the game as dense with events and activities.

As such, I decided to shorten the length of the game and move what I planned on being the end of the first act/first super major plot event into the midway point of the game. (I’m being very vague because this is the first time that I would like to avoid spoilers for the game :0) The game’s start date has moved from the first Sunday of May to the first Sunday of July, reducing the length of the game from six months to four.
This means a few key things: firstly, it means that I am now going to be able to hit my deadlines and target release date much more easily. That’s important. Secondly, it’s going to be much easier for me to ensure that every day in the game is interesting, packed with stuff, and fun to experience. Lastly, it means that I am now halfway content complete!!!!

Well, in actuality, I’m actually significantly more than halfway content complete now, because in the past week I got another ten days or so into the game and have everything through September 14th fully functional (September 1st is the exact halfway point). I’m hoping to keep this pace and be content complete by the end of October. BYTE also ends on October 31st, so if I can just keep my BYTE content addition timeline on a 1:1 pace with my real, human life I should be able to accomplish that.
Enough with those logistics, now we get to talk about the fun stuff: what I added!
Really, most of what I’ve added has been story content so I don’t want to detail it too much here but mechanically I’ve now needed to finally add in other party members. Luckily, when I first made this combat system (ALMOST TWO YEARS AGO), I thought pretty far ahead and created a system that could handle multiple player characters, so I just needed to create the actual skills for everyone.

I have all four party members (Lucy, Mina, Quincey, and Seward) done, as well as each of the first battles that you fight with them in. Each party member has unique abilities and styles, which I think has made the battles much more interesting. I can now lean more heavily into the puzzle aspect of my combat design and one of these party battles doesn’t even have enemies in it. The flexibility that these party members created has been a lot of fun to play around with.
Aside from the party members, I’ve also made larger battle arenas (I can now have combat grids up to 20×20), more enemies (wolves, rats, fire, trees, and a BOSS FIGHT), and have created a system for blockades and disabling tiles to restrict player and enemy routes.

The final aspect of combat that was interesting for me to think about was the player and enemy movement now that they can be blocked and need to be able to move around objects. This required me to implement the A* ALGORITHM. I did the A* algorithm back in high school but haven’t done anything even remotely as complicated since. This was probably the first truly computer science-y thing I’ve done since I took Data Structures in high school. Turns out that A*’s reputation as a super simple algorithm is 100% true, though, and I was able to implement it into my combat movement within a couple hours.
The next steps for BYTE are still just raw content addition. I’m going to need to make some more areas for the next bit, but I would be very happy to have through October 5th in-game done by the end of September. At a minimum, I want through September 21st done, though, so we’ll see where I can get to. (At some point I also need to implement a mechanic that relates to the lunar cycle as well, but we’ll see if I get that in before or after I reach a content-complete state.)

























