It's funny how time passes, everything changes, but some things just never change.
Finishing up Dark Halls, and continuing to work on the next project, "Astra" as I'm currently referring to it.
My goal is to make a engaging role-playing game, focused around player choices. Having a game which is responsive to the way people play the game, and then having the game provide content more suited towards the way people play the game.
For example let's say there's a rare item you need to acquire, so how do you get it?
1: Shoot your way in, leave none alive in your path.
2: Sneak in, no one sees you take it, or sees you leave.
3: Work your way