What’s our problem, and will we ever fix it?
Maybe you have a door that’s hard to shut, you gotta wiggle it a bit before it clicks into position. You don’t fix it because it’s only a minor inconvenience a few times a day. Your car stops starting right up, it takes a bit of revving to get it to go, you should probably take it into the shop, BUT YOU'RE BUSY DARN IT!
Why take the time to fix these things? It’s not THAT hard to deal with them.
Week after week you dismiss these problems and at some point you forget they’re even there, you forget that they are a problem you can solve and streamline your process, YOU HAVE MORE IMPORTANT THINGS TO FOCUS ON! Your brain still gets frustrated, you start to resent interacting with these things, you accept them as is and that exuberance you once had to iterate on things to make them better slowly dies. You will never know how good your setups could have been, if you had only made them easier to iterate on from the start.
TIME TO END THE INSANITY
I'm going to set up zones today in a way that it's VERY easy to move about the entry and exit points of said zone, and I'm going to ditch the notion of putting zones right next to each other. I want the freedom to build and expand any given area left, right, up or down, TO FIND THE FUN.
I'll also be building up
I also have this nagging feeling I should make my loading/ unloading system zone specific, so if a player isn't in a zone, it simply disables all assets in that area and doesn't care about them any more until the scene is reloaded. I really goofed and added this performance enhancing stuff too early. I'm spending too much time wondering how I'm going to optimize a system that is only needed on mobile when I make any change to the world building pipeline. BUT I DIGRESS! GAH gamedev is hard, so much to do I don't even remember what I was blathering about.
F*CK IT IMMA GO DRINK SOME COFFEE AND GET TO WORK
There were so many prior blog entries that would have been more fitting for this song. When I was blathering about random crap, or MAYBE when i revamped the gosh darned VELOCITY system for dash mechanics. But I'm just going to dump it now because I kinda wanna just get to work and not spend extra time trying to think of some perfectly suited song to link.
Edit: Ugh, had high hopes I'd get a lot done today, but it was just tedious. Ran into so many technical issues and did a lot of work arounds to sort them out, the code base is not better for it, I kinda did things dirty today, not feeling great about it, but things got done.
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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- We gotta get some thoughts together2 days ago
- Blah, blah, blah3 days ago
- We Back5 days ago
- Down to Donkey Park6 days ago
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