Oh bother
Took the time to write a nice, well adjusted blog post focusing on tangible gamedev aspects and some insightful commentary on tie fighter and how this game is closer to that than the average beat 'em up.
AND THEN I ACCIDNETLY CLOSED THE WINDOW.
The general gist that it took me an hour to blather was that rather than spending years adjusting the same failed dials over and over again, it's better to just fix the core problems in code so they never happen again and that "goodness" can propagate elsewhere and can be adjusted in one central equation rather than spending your hours trying to polish a turd. When a core system is good, it bleeds fun. Seek to reduce exposed dials and make the default values all encompassing and blanaced.
Oh well, dev is going well just checking in really fast, going to work on revamping how levels are put together, going to migrate to a teleport system rather than trying to fit them all together, this will open a WHOLE NEW WORLD (see what I did there?) of possibilities.
Ugh, I'm really burned out, tired of tuning the same values on the same damned fish. Going to force myself to get the new level teleport system in
If dev is anything like the last few weeks, then I'll open the project code a few lines and have plenty of energy to push forward, but in this moment I feel i've been burning the candle from both ends for a bit too long 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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