Short Bit O' Blather. PLANNING!
Not gonna be a very entertaining blog today, truth be told just want to get some ideas out there and build myself up to get back to work tomorrow. We need a little break to collect ourselves and brace for the slog again.
Sometimes I pinch myself and wonder if we're getting any work done at all. The days fly, I crunch and push, and tweak and toil, and then I play a build from months ago and it feels like I've added absolutely nothing.
That's gamedev for ya.
Just a random snapshot of the commit history
Are we working 12 hours 8 days a week? Nah, but we're holding in strong after all these years working day after day and I'm happy about that. In fact yesterday I think we bit off a bit too much, the long days really sap me like they never did before. New rule, no more work days over 5 hours unless we're doing really light work.
Anyhow. What a crappy blog!
Let's wrap this up thinking about our plans moving forward. There is SO MUCH TO DO! So much I don't even know where to start. I need to make items, I need to make scene assets, I need to build out the ocean, I need to add bonuses and shops, I need to tune AI and damage, and health, and spawn rates and drops and bonus drop tables, and item rarities, and fix visual bugs and revamp shaders and I could seriously go on writing endless shit I gotta do.
Need a break today, so I figured at the very least we'll get a solid list of work we'll be working on day after day.
If I list "Finish all the items" That feels impossible. But if I write "Finish 2 items" on the Todo, that's WAY more doable. And once we get a few days in we'll have the pipelines sorted, we'll have files sorted and naming conventions up and running and we'll be getting better and faster and STROnnnnnnnnnnnnngggggggggggerrrrrrrrrrrrrrrrrrrrrrrrrr.
Whew, not gonna lie, we are in the thick of it right now. Gamedev doesn't feel exciting and fun, we got a lot of shit to do, AS EVER! But I am excited to get over this last hump. Because once we have these items done, we have hte little level chunks done, and the spawn areas and the fish and all this crap I always whine about, the game will be coming together lightning quick!
One of these days we will trudge to the computer finish the last system, and then in a a single dev session make level one with spawns and drops and it's going to be awesome. And we will ask ourselves, "WHY DIDN'T WE JUST DO THIS 7 YEARS AGO!?"
ONE STEP AT A TIME!
Edit: I am not a smart man. I totally forgot to make the daily list...
1. Create two 2 items, start with creating core setups and new rarity setups with unique attack loadouts.
2. Create 3 bonus drops, focus on quality base visuals
3. Create 2 shop loadouts.
4. Create a couple interesting level arrangements with an assortment of randomized elements associated with them.
5. Create one new spawner setup ranging from caves to floating NPC delivery systems. Fall from barrels in the sky?
6. Create new level chunk.
If we can keep this up for a few days, we should be down to just needing to finish up a few bonuses and upgrades.
I keep saying it, but I think we're just 1 week away!
Let's end on an optimistic bit. Couple years ago I was worried this game would never be fun, and everything felt up in the air. Now I have so many cool systems and fun interactive bonuses and items and interesting spawn mechanics and systems that I can't even keep track of them. I'm totally overwhelmed in the most awesome kind of way. It will be a slog, but along the way all the inherent fun we've been building up over these years will be starting to radiate from the deep depths. Onwards and upwards... Starting tomorrow XD
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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