The least we can do
When I was young, I was too "cool" to enjoy anything that was too fun and too many people liked. Sum 41 was beneath me. But I'm older now and my shame is gone, and I was thinking to myself, I wanna listen to some Sum 41 god damn it. So i threw it in youtube and WTF? There's a new Sum 41 song? It's just a solid fucking song free of any modern day horse shit? Hot DAMN.
I'm burned out, and I slept like shit, so i figured at the very least I could open up the project and get a few little things done. Well, once I got Unity open, I kinda just got this overwhelming feeling of "f*ck it, we'll hit it hard tomorrow". No joke, I don't feel bad at all, we've been hitting this game HARD lately. I took some notes, I've got a few easy to do things tomorrow that are going to bring the game closer and closer to being decent. FUTURE IS BRIGHT, I'M KIKCIN" ASS, I HAVEN"T FELT LIKE I"M GOING TO DIE FOR OVER 3 WEEKS. WE'RE BACK IN THIS BITCH.
So instead of actually getting work done today, which is totally overdone in these parts, let's do THE LEAST WE CAN DO! And just make a pointless blather to the winds of the internets.
I think i'm starting to go crazy again, because i'm starting to think the game might actually be getting good again (don't worry, i'll put out a demo soon and have my hopes crushed again, but for now WOOOOOOOOOO NEARING A DEMO!).
You know what! I'm gonna post a little chunk of gameplay here showcasing' some of the sh*t i've been working on that isn't lost in a 12 hour long work video. It'll take me 2 damned minutes.
So much I could take apart in this clip. I need to work on the lighting in this area the rim lighting makes everything noisy. I need to implement more means of damaging NPC items especially for the ranged fish, in fact maybe just regular attacks should damage the shield at a reduced rate.
Too many spawns in one little area, not enough scene dressing. Damage #'s are a bit too big, might make them a tad transparent (unless they are crits). The NPC growth is totally out of whack. In fact I probably shouldn't upload this video because there are a lot of things just flat out broken that i'll fix in just an hour of tuning, but I want to get into the habit of uploading more shorter vids showing cool stuff. The 18 hour long work videos are cool for me to keep a journal of my work, but no ones gives a damn about that stuff. I should put more clips out there that showcase the game being fun in a short bite sized segment, and if I ever need to put a promo teaser together, I'll have a bulk of video clips to choose from.
BUT! Let me say what's finally working after all these years. The game is FUN. There is unique and engaging situations when you fight against these fish. Some of them have shields, they take reduced damage from the front, the stun mechanics are interesting . The game is simple, but it has quite a bit of depth once you start understanding the combat, and the bonuses and the nuances to movement, damage calculations, charge rates, etc. IT FEELS LIKE A F*CKIG GAME FINALLY. This has been creeping in for a bit now, and more and more I fire up the engine to tweak or tune some random thing and I think to myself, "By Odin's Neckbeard, this game might ACTUALLY be coming together!" ( i might have to put this lin in the game)
So! Just another day! Things could be better, things could be worse! Still a fight for survival, still a crazy world to fight against. I could blather about how much more work there is to do, I could blather about all the systems coming online, I could blather about the stress of wanting everything to happen tomorrow, I could blather about how frustrating it is to invest so many hours for absolutely no return...
But that's just gamedev. Game is getting better every day, I'm really excited about the foundational work that's coming online as of late, and I've got a few more ideas for tomorrow to make it even easier and faster to make the game better with less work. Almost thought I was done setting things up for mass tunings, but not quite yet. Gonna rearrange NPC's a tad, and change some fundamental combat mechanics for more funs, THEN we will tun up items and bonuses.
The game is going to start hitting its groove in the very near future! I think next week is the week. It's all building up to this. A few tuned up NPC's A few passable level chunks, some items, some bonuses, and BOOM, we got ourselves a little demo! And for the first time, it really feels like a game. There is no glaring element that i'm hoping kinda passes for a legit system. The items have sucked in the past, the NPC's were boring, the level design was shallow... i wanted it to feel like a real game so bad that I think I convinced myself that it was ready. As always, it's still entirely possible this is amatuer hour, but only time will tell!
Hitting this hard tomorrow.
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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