Revamped website
If you're reading this you can see the site revisions. I almost took a screenshot of the site so I could say, "Hey this is what the new logo's and site layout looks like!" And then it dawned on me you're looking at the site and logo's, RIGHT NOW, so it would have been more prudent to have taken a screenshot of the OLD version, which I didn't have the foresight to do...
I've spent so much time building up the game, I didn't want to neglect other things that are preventing people from putting their foot in the door, so I tried to do less "cutesy" graphical elements, and whipped up some stuff that I believe will resonate with the actual target audience of the game, which are people who like murder sharks. Hat's off to Maham who did phenomenal art on this game years back that are still holding up today and allowing me to make cool promo material.
I Repeat myself, but for the rest of my night i plan on just really polishing up the first couple zones, getting the first few items in and making sure they're super tight and polished and fun. Maybe a bit of a pass on the look of dropped items.
Edit: This is usually the part where I talk about being burned out from a long night and how the game isn't as good as I hoped. After playing the web build on my phone I gotta say, I'm really fucking happy with where things are, and where they're going. This may not be a collosal disaster after all.
God fucking damn the core game is really fucking playable right now, easily accessible and the first areas are close to being fully set up. I've decided I'm going work on fixing up the performance of the phones being disrupted by touch input. I don't think it'll be too much trouble to find alternative means of firing off buttons when joystick buttons or mouse buttons are pressed.
Tiny update: I thought i'd spend 30 minutes tops to sort this. But several hours into this, I've totally gutted and refactored the input system and the performance issue still persists. It's not what I thought it was. I've disabled every input script and still slowdowns. I'm at the point that I only have the player fish in the zone and I've disabled everything in the scene. Hoping that at some point SOMETHING I do causes the lag to disappear so i can get a lead on what can fix this performance issue.
This has kind of turned into a nightmare. 7 or so hours of just building, trying to find the issue, then building again. It takes 6 minutes to make the build, another 2 or so to upload it. I completely diconsctucted my scene bit by bit until there was nothing. No idea WTF the cause is, it's possible in my state I goofed and missed something. Every other time in the past when i hunker down i've been able to find an issue, I've never had to go to sleep not knowing what a problem before if I really push myself, but today I may just have to call it quits soon.
Just an all around shitty day, started out well enough. I really need to solve this so i can get back on my feet.
Edit Edit: what a shit show, just a total waste of time, Going to try a couple more things but I'm just not making any progress. Getting sloppy and wasting time and motivatoin.
Last post: Going to try to sort a couple materials rendering improperly on phones before I throw in the towel so that the last 6 hours aren't a total wash. Took out of it to make any progress.
Glimmer of hope is that i was able to make a new scene within the project that ran ok with a base particle effect in it. So one way or another i WILL track down the issue tomorrow. might be burried in some script, might be some random scene setting, i don't friggin' know. Going to feel a hell of a lot better about the project when i get this sorted tomorrow, I was do for a shitty day like this, dev has been going exceptionally well as of late.
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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