Things may not be good
Have a super mega awesome day and stuff Neckbeards!
Edit: So I was pretty bummed today, because we had so much momentum going and my head is in the project and we're rearin' to go. And our health took a bit of a nosedive.
So layiing around and being worthless I brainstormed a new system that would cutdown on all the excess prefabs I've been making as of late. And I spent a lot of today thinking about how this might work. I was thinking this new scriptable object that I could apply to the abilities to make them Unique per item to give items more pizzaz. But i wouldn't be able to just slap it on them, because that would require prefab varients and we're trying to avoid that.
So I started thinking ok, we can create a new list the items and each of these scriptable objects could detail which ability slot they augment, be it combo attacks or the charged attacks. And I started tihnking, this is getting way to convoluted and overcomplicated.
And then it hit me! Why the hell are we augmenting the core stats of the weapons, when we can simply create new badass upgrades!? And those upgrades can be unique to that weapon or class of weapon!?
So in the end, not being able to work may have saved me an entire day of implementing a really poorly thought out solution!
So often we start thinking about "How do we do this?" and then by the time we figure it out we have that satisfaction of figuring it out. And that starts the snowballing of the sunk cost fallacy where we develop and develop and add and add to a feature and the feature becomes our baby and we become proud of it, and we forget to ask ourselves, "Is this even making our game better? Is this getting in the way of the other, better suited elements of our game from shining?"
I've already got the bonus system. And dare I say it, but it's become polished and fun and awesome! Excited to get the next demo out to show it off. Having new augmentation elements unique to items would just convolute and overcomplicate everything!
LESS IS MORE!
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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