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Chapter Two is Finished!

Hello again, everyone!

Not really much to say this time around. I think the title says it all. Chapter Two is now finished and out to my beta testers! I'm pretty happy with how the chapter turned out. It ended up having more twists and turns than I expected, but who doesn't love a rollercoaster of a murder? And with all the new sprites I put in for all the different characters, the revamped animations/systems, and the new standards I started upholding while making chapter two, the game in general looks and plays better than ever.

I was actually just talking about Danganronpa Team a bit with someone I work with the other day, and they warned me about not falling into the pitfall of getting stuck in a cycle of endless editing. But that's really not an issue. With all those changes I made, I'm very satisfied with everything I've made so far. I can't think of anything in particular that I want to change or improve upon. So from here on out, as long as I keep rolling along the same way I did in chapter two, editing from here on out should be more or less confined to the usual. Fixing grammatical errors, rewording sentences that could be worded better, and so forth.

So where do we go from here? Well, I don't plan on taking much of a break here. I do think I'll take a break from working on the game while I'm at home for a couple of days. I think after reaching a milestone like this, it would be stupid for me not to relax and take a little breather. But I don't plan on taking a break for long, and I still plan on working on the game during my breaks at work even while I'm 'on break'. I'm really trying to prevent what happened between Chapter One and Two from happening again. Get too comfortable and it'll be hard to go back to working on the game. That's how a game gets put on hiatus. So I want to keep this momentum up!

Next update, I suppose I'll simply talk about how Chapter Three is moving along. In a perfect world, I would have the daily life portion of the chapter finished by the next update. But my estimates are almost always wrong (probably because I'm so fickle when it comes to how much I feel like working on the game on a given day), so we'll just have to wait and see. 'Til then!