WE BACK! (Let's put some pen to paper)
Finally back to work, and damn if it isn't a relief.
Too much stressin', not enough doin' in this forsaken era! Gotta focus, one step at a time!
It's time to stop stressing the things out of our control and do what we can in this crazy world. Let's get back to making a fun game, everything else is noise.
I really dislike who I turn into when I'm not working on the project. Docile, watching the days fly by, lacking purpose. But sometimes you just hit things too hard and get burned out, gotta take time to recharge we're not machines. We're spread really thin in these parts and I need to learn to take one issue at a time and not let the weight of the entire project bury me.
TO THAT END! We will be hyper focusing on finishing up the dialogue setups today. The dialogue is a huge mass of stanzas and blathers and i can't just unload it on a single NPC. OR CAN I!? I just had a realization that I could add the text to a large chunk of text in the game world akin to my rant hidden deep in the game... hmmm. Possibilities...
Nah I think it's best I add this dialogue to the fish, its core to the story that these words have a "face". I'm finding myself going down rabbit holes thinking about how I need to revamp the dialogue system so the NPCs are better shown in the world. How do I hide the instances of the NPC you've already talked to so it feels like you're talking to just one entity? I could create a simple rock that raises as you get closer... bleh.
I'm overthinking this too much. I need to just add the darned dialogue and get back to making the game!
I'm spending too much time spinning wheels in mud, i'm one person, I'm trying to show the potential of this game so somehow some way I can start building a team and we can take this big endeavor on head on and make something great and if I get caught up in the details it delays that eventual evolution.
F*CK IT! You spend 7 god d*mned years in a cave trying to make everything amazing, trying to push yourself to the limit month after month and there comes a point you have to take a chance on what you've made and say, "hey, we made some solid stuff here, let's take a chance on it", at some point you have to take the leap of faith that what you've created has value.
There will always be that voice, "hey we can make this better if we do this and this!" NO SH*T! EVERYTHING CAN ALWAYS BE BETTER, IF YOU WANT TO MAKE A GOOD GAME YOU HAVE TO PUT YOUR EFFORT INTO THE CORE!
We're gonna double down on what works, this game wasn't designed to be a dialogue simulator. We get the story in as is, we move on and we get back to building up the core, the part that really has to shine.
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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