FST Dev Blog 1 - Who'd-a-thunk?

Wow. A week flies by like it's nothing when you're doing solid work.

Quests are coming along at a pace that's acceptable, but I want it to be moving faster. It turns out that laying the groundwork for procedural quest generation is an absolute freaking space bear. On the upside, a bit of slowed progress and hardship now should save me mountains of time in the future when I won't have to re-write every last bit of code. Hopefully. There's always that creeping feeling that I'll have to scrap everything, but I'd rather have a good foundation now than hack one together around poorly-assembled classes. There's some old saying for that, but I can't for the life of me remember it.

Something something building a house something something measure twice cut once.

Up next? MORE QUEST FUNCTIONALITY!