To betterments!
I may have just submitted SeaCrit to BIGMODE moments ago, Dunkey's new publishing thing because I'm impulsive as sh*t. Feeling a sudden pressure that hopefully goes away within the next 8 hours to get this game fun and get the web build and PC build up before anyone looks at this hot mess.
What was I thinking? I WASN'T!
Will SeaCrit be lost in a sea of applicants. Who knows!? Just gonna get some work done and try not to stress all the mounting worries.
Little burned out.... whatever.
TO DEV!
COFFEE, MANOWAR- STAT!
Edit: Solid day of work
It's a bit of a pain to open the project and get started, just so damned burned out adjusting the same values for the same things year after year, but once I put some jams on and get into things working on the project is still rewarding, just a bit further to go. Items are coming together, for the first time I think i got an item combination where I thought to myself, "Hey this is pretty powerful" With a rapid fire sniper rifle and "blackjack" which allows attacks a % chance to stun. Obviously these sorts of things were meant to work together, but it just goes to show how much junk i've added to the game that i've yet to test and balance, but it's all ongoing.
Main thing to work on tommorow will be fixing difficulty scaling which I just noticed is broken since I rarely play the game for longer than 30 seconds at a time, this entire system is largely untested. I'm starting to think about how this game plays out long term progression wise for the first time in a while.
Should zones just get harder and harder till they become impossible? Should difficulty rise globally over time? Or should the zone you're in specifically get harder? I was thinking since this is a casual demo I should probably gut the invisible rising difficulty in the background as I feel it might be too hard to understand, but then again it has a very obvious visual cue with darkness setting in.
One idea I have is to have a difficulty scalar based on how far to the right you swim within a specific end game zone, so you can try to make a "mad dash" to the very end of the game and survive through very powerful, fast fish that won't just let you swim by. Here I can have a sort of "End" to the demo, which I think is quite doable.
Oh and I got the demo's uploaded, both web and PC, fixed some nasty bugs that popped up since I haven't done a PC build in a while that only happened when I had crazy high framerates outside the editor. I think I'm over the idea of some kind of huge major release of a demo that's the end all be all. I'm just going to start posting builds more often and maybe linking them here and there, too much stress and feeling of totality with major builds and releases, i'd much rather just get the game out there more often now that it's not total shite, and get faster and more feedback so it can get better faster.
Here's hoping something comes from submitting the game to BIGMODE, but gotta just push the game forward regardless because who knows what the future holds.
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 |
More posts
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