Let's spin some mud


It's deja vu all over again, but I repeat myself.

I start work knowing it's going to be a slog, I know there is lots to do, and that it will take more work than anticipated, and I STILL accomplish a fraction of my original goal, even while slamming down coffee and listening to manowar for the 4,000th time to try to pump myself up and slam out work.

If expectations met reality I don't think we'd ever make any progress on anything. I'm going to get to work today with  the idiot notion I'll actually make progress.

I'm so tired of tuning dash values over and over and over again. Whenever I make a change to the mechanics of dash or chargespeeds, or whatever, I have to rebuild the values of multiple tied together systems across many fish types until they're sane again and it's a MAJOR pain, deja vu all over gain. Feel like i'm perpetually trying ot polish a turnd over and over. These same memories burned into my brain. If i were creating this system from scratch I would do so many things differently, it would be so much easier to work with, expand on and iterate on. But it is what it is, No way I'm going to try to refactor this monstrosity of junk, I feel like the mechanics are close to pretty good. I need to stop trying to tune when i'm really burned out and save that for a time in the future.

I had thought about hard coding key values, but that could just make adjusting things worse. I wish I had set up my prefabs in Unity such that ALL fish parts inherited from the same root object, it would make having a core dataset for fish a bit easier and I wouldn't have to spend so much time trying to figure out what values are default.

Little tired of adjusting the same things over and over again, think i'm going to try to get more level design stuff done today. I had a couple ideas just a bit ago about some neat zone themes. I was thinking of a pirate ship battle scene with lots of broken ship wreckage in the background and playable area. Instead of the usual floating coral i can have floating barrels, maybe some crates (need to see if cubes play nice with AI, iv'e had issues in the past. Going to create a shanty town for the "Surfs". I want to try to make some decent sizes "level chunks" as well as smaller sized assets.

As always lots to do, been spending a good bit of time on these environments the past few days and getting better with how best to create these things. I started by trying to fit collisions around these assets, that was the dumb way. Better to add simple collisions and add the assets from there that fit that simplicity.

Some frustrating dev here, started out awful till i figured out an issue that was causing massive freezing in Unity (unplugged controller)

Not really feeling like posting a fun music video, I really just need a nap. Hoping to get to work soon.

Edit: Dev goal Take nap: ACCOMPLISHED. Whew, finally! Gonna get to work after eating a very late breakfast. I had 2 revelations that were going to make the game better, one was that i needed to make enemies look a certain color if they triggered their advanced attacks, but I decided that was too much and i should strike more for obviuos tells in animation and sound. The other idea... I CAN'T REMEMBER. I don't know if I should be more relieved if it was a terrible idea and I didn't lose out on anything or if it was a GREAT idea and i missed out on it but I'm capable of coming up with good ideas still. Oh well, there will be other ideas.

Feeling much more able to stomach some coffee now as well as some dev, corn for breakfast. Kinda weird but i'm on this weird diet andif I don't eat it in the next week it's going to go bad, so corn for breakfast gah damn it.

Edit: Holy crap i didn't realize I worked 11 hours yesterday till I saw the video length. Had another crazy long session today, might be my longest dev session ever.

DARE I say it, it feels like the game is coming togther. Every little thing thing...she does is magic































NO PLEASANT STING SONG FOR YOU, YOU G*D D*MNED SON OF A BITCH

Get SeaCrit

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