Gearin' back up
Nothing too major to post today, just getting ready to jump in and get to work in the near future!
It's a very nice feeling to know that i've been back to work and that things will be moving forward soon. Will the game be succesful? Will there be any return on all this investment?
Who knows.
But the only way to get there is to put the axe to the grind.
Much to do. I don't really have much direction right now, I know that EVERYTHING needs tuning and tweaking and implementation. I need to keep building out the world, putting in various spawn camps and shops and upgrades and seeing what works and is fun.
I've been thinking I want to spend a bit more time adding fun environment type stuff. Underwater cavers with underwater open air areas to jump in and out of water in. More secret caverns, more secret areas. The combat is coming into its own, I want to build up the environment to be fun too. There's no reason it can't be. But it's going to take iteration and time to try various things.
There are different fish types I want to put in, I want to spend a bit of time making the game world look pretty, maybe try new color schemes and lighting. There's also the total revamp of the story and dialogue elements waiting in the wings! (with ongoing adjustments to the dialogue system) I recently revamped the dialogue based on feedback to display the text over the top of the screen and not overlay the gameplay as much. I will also be removing most story NPC's to be away from the action.
Onwards and upwards! Feels good to be recharged, to have some handle on my health, to know that the project will be getting better and hopefully cross the threshold of being fun and playable soon!
Work last week went better than even my best expectations, I didn't have brain fog, I jumped in and handled shit. Combat is coming together, the new world building is going better, I'm not spinning wheels in mud i'm finally very happy with how all the tools and setups are working to make the seacrit world fun and easily worked on without throwing work away week after week trying to make massive amounts of content. Quality over quantity!
A little under the weather, so may ease back into work this week by focusing on story elements and removing the boring blathers about the game being a beta. It's time to try to make this feel like a true gaming experience.
Lots of good stuff cooking, I plan on having new builds out later this week, and if it goes as planned SeaCrit may really start coming into its own. Lots to be excited about as the puzzle pieces seem to be coming together! But lots of grueling code and design to do. Gonna try to think of some good story elements in the meantime.
I used to be of the mindset I need to come up with some unique story with a crazy twist, but I think i'm just going to go with tried and true. SeaCrit isn't a mind bending story driven game, it's a beat 'em up! No need for anything crazy. The ocean is threatened by an evil force we need you to fight for the fishies of the shimmering shallows!
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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