There will be bugs
I'm going to blather a lot of things I've blathered before . Trying to get my head in the right space.
I was going to get to work yesterday, in fact I wanted to get so much work done that I brewed and drank entirely too much coffee. I'm kinda new to the whole coffee game. Instead of getting tons of work done I just felt wired and nauseous so i ended up watching YouTube and blathering about stupid shit to strangers on the internet.
I wish I could say I did more interesting, substantive things with my life when i'm not working on the game for a variety of reasons.
SO ANYWAY!
It's easy to overthink, it's easy to start envisioning the data boxes you're going to adjust, the code you're going to alter, to do the task over and over ahead in your head rather than just doing it, anticipating bugs, working around, plotting a structure for new systems, and on and on. And every time I do this I think, WHY THE HELL AM I EXPELLING ALL THIS CREATIVE ENERGY IN MY HEAD? LOAD UP UNITY AND GET TO FUCKING WORK U WORHLESS SHIT.
I'm learning to stop carrying the game with me when i have energy for work and to stop thinking and just do (I finally saw Maverick!). So yeah I guess that's all I really had to say today. Seems like if the wind is blowing in slightly the wrong direction I find excuses not to work. Enough weakness, there's too much weakness in this world.
Gonna pour a little coffee (NOT TO MUCH DIP SHIT), going to find some upbeat music to listen to that I haven't totally overplayed, going to open up Unity and BEAT THE FUCKING BREAKS OFF IT.
Finding the perfect song for these stupid blog posts, I spend a decent amount of energy on. I had decided I would play "half the man I used to be" by Stone Temple Pilots after whining about how I'm not even at 30% efficiency as I was years ago when this project was fresh and this world didn't devlolve into fuck. Enough wallowing in pity, even at 30% I'm pushing this monster forward one inch at a time.
Let's get some shit done
YouTube tried snaring me with its tendrils finding this video. NOT TODAY!
EDIT: Not going to make a new blog entry because GOOD GOD DO I BLATHER so i'll just extend this one.
I'm feeling really good about dev today. 8+ hours of solid work. Ran into some nasty bugs revitalizing some internal stuffs that didn't REALLY need redoing, but i'm glad I did. The particle teeth that generate for bite attacks are now childed to the head bone, so they rotate with the head during bites and i did some rotations and positioning and general cleanup to the code so it's looking a lot better. Some bug reared their ugly head when projectile were no longer firing, and i was starting to get worried wondering, "Oh god, am i going to have to dive in for hours to figure out if some transform is pointing 90 degrees of somewhere, or god only knows what of thousands of other issues this could be... but sorted it pretty fast.
The revamp to core abilities went further than anticipated, I'm happy to announce I went ahead and did away with the superfluous spin attack on the left action button, the combo system now only holds a single attack for both buttons based on your core attack weapon.
Honestly it feels a little odd, to have 2 main buttons and they both do the same damned thing. It sounds so wrong when I type it out here... maybe it is, but for now I dig it. The charge abilties are both very unique and have their secondary attack methods so that still works.
The plus side is that now if you just spam your buttons, you're going to do some damage and be playing the game. Pick up and play factor is now up many magnitudes, especially considering i have totally revamped the default bite attack on the shark to be more action packed, more visually pleasing, and higher damage. The shark is really feeling good right now.
DEFINITLY going to need some polishing, I revamped so much shit today across the dash mechanics as well and fixed up some stun mechanics. Stun resistance is WAY more sane now, and not overbearing. Stun is a little overpowered and i friggin' luv it. I'd much rather the game be way too easy and fun right now than try to tweak and tune hyper difficulty for speed runners when the game is barely online.
It's far from done, but I really feel like things are coming together, from the core play to the core level setups, to items, to bosses to seacrit treasures, etc.
Still tweaking tons of things and refactoring major systems and it can kinda feel like i'm not making progress in terms of how i'm working on the same things, but I'm so much happier with the setups and the general pipeline i've got going on now. Everything is modular, everything is more fun, everything is less buggy.
One man band so i can only do so much a day, but feels like I'm in the midst of another strong push, and that's exciting with how well I believe things to be going.
Edit Edit: Lots of stuff still to do, tried the game for a bit after the changes after a small break and the controls still need a lot of tuning, it's never done... I'm thinking I need to merge the duel dash mechanic into a single dash that changes at full charge. Or maybe i need to give a little buff to target lock movement, I dunno. Brain's fried, gotta sleep on this. You always hope you can get a solid day of work and all the work is going to magically fall into place, but it's a long long journey.
Get SeaCrit
SeaCrit
Deceptively Deep!
Status | In development |
Author | illtemperedtuna |
Genre | Action, Role Playing, Shooter |
Tags | Beat 'em up, Casual, Indie, Roguelike, Roguelite, Side Scroller, Singleplayer |
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