Bonus work
What's the reward for busting our ass and trying to make an innovative game as we flush our blood, sweat, and tears into dirt?!
MOAR WORK!
Thought we were done with the bonus setups, but ran into bugs and to be frank, I don't even want to think about it. Something about how I set up the data for reasons I thougth were necessary but weren't which were returning the wrong values of secondary multipliers and if I concentrated long and hard enough I could remember the string of setbacks and half assed solutions that all built on each other to create a really complicated and sh*t solution.
Long story short I THINK the system is working now, but I accidently blew away all the gah damned secondary values on all the bonuses i've been working on for months. And it's just a f*cking nightmare. Oh well, it won't take THAT long to fix it up, but i'm just so friggin' tired of going through these tired motions in this crazy world that is blind to anyone busting their ass and trying to make cool sh*t any more. No virtue in helping neckbeards like us!
Funny how so many people preach prosperity while sucking up all the resources and sacrifice nothing to those they supposedly shepherd.
All that matters these days is you gotta be on the right team, you gotta coddle whoever's delicate sensibilities and tribes to get your foot in the damn door.
It's fine, I'll work on this shitty fucking game all the same. Eat sh#t, WORLD.
And if we're able to pull this off we can laugh at al the dumb fucks who had all the schooling, all the training, all the suport, all the elevated platforms and storefronts as they ground all the misplaced promise entrusted within them into the fucking dirt.
Gah, I know better than to say this shit but I'm too neckbeard to help myself.
ANYWAY!
I'm actually pretty happy with our plans :D! I feel so manic working on this project. It's going so damned well, but the world sucks as ever.
So my new plan is to create 2 very small areas, one will be very fun and care free and inviting and look like the game looks like in all existing screenshots. But something I've almost forgotten myself is that as you get deeper into SeaCrit it's revealed that the world isn't really sunshine and rainbows.
The aesthetics will change greatly as enemies become more sinister, the cute fluffy hefty sharks are replaced with mutant beats and mechanical cyborgs with brutal sounds and greatly enhanced danger. I'm actually making a note in the todo list to create new skins for the UI as you change areas, I think that would be cool to give it a very obvious feeling of danger.
It's a bit intimidating because I have no yet ever designed the game to be hard and balanced, and we're mucking that up with bonuses and such, but i'm actually ok with things be a bit "gear checky". That's essentially what diablo 2 was and it was fun as hell.
So the song remains the same.
We focus on making the game FUN! We don't overthink difficulty scaling, we come up with lots of interesting and fun ways for the player to grow and become stronger!
I'm excited that in the near future we will have items with random mods, enemies with scaling difficulty and an actual gameplay loop! After all these years still excited to get this all onine.
They say when you make a game for everyone, you make a game for no one. But I always thought that was a stupid cnocept made by people who don't want to be bothered trying to make a truly great game enjoyed by many.
From the very start I've always wanted SeaCrit to be a fun experience for all to enjoy of all skill levels, platforms, ideologies, backgrounds, nationalities, etc. I want the gameplay and story to resonate and represent everyone, because in the end, we're all the same, whether we like it or not. And this great irony is perhaps that is the greatest SeaCrit of all! The more we hate our fellow man, the more we ultimately hate ourselves. The sooner we can forgive one another, the sooner we too can grow and live a better life free of hate and petty quibbles.
Just as every cop is a criminal, and all the sinners saints...
OK! So plan for today, get these damned bonuses in and fix all the data we just nuked from existance, gonna be so much fun enterting this data in for the 10th F*(#ING TIME! Maybe add a few new ones to boot if we're crazy enough to push through all this crap. THEN! We add more items and get what few boring enemies in and up and running and we get our proof of concept up. Doesn't have to be a full demo, it's about damned time we just get the core mechanics in and get feedback before we invest too hard and waste time spinning wheels in mud.
My goal is to have a new demo out by the end of the week with all these cool items, mods and a range of enemies that show the POTENTIAL of the game, even if we're super spread thin and haven't had the chance to polish stuff up just yet. Oh! And a full 10 friggin' hour of dev yesterday! It was painful as hell but feels good to be gettin' those kinds of hours again, health held in strong!
Oh and shout out to Antonio who's been kind enough to poke in and give some feedback! He liked some of the elements that unfortunately got lost since making the old preview video so I have tried to emulate the sharks in that video and they will be making a return and I also got the ranged setup from that video that didn't have the guns and instead rely on energy weapons.I think it feels a lot better to start without weapons and then you find them and it's more fun!
Much to do... but we still have gas in the tank! And that's what matters, because the struggle is never-ending.
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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