I Remember You


As fun as it is to rile ourselves up, to light fires under our ass thinking of all the wicked monsters lurk around every corner...

Let's switch gears today, let's not fall too deep into the hate and spite. That's the easy path, that's how we decayed.

Remember yesterdays?

Better days.

We've were better, more optimistic, had faith in our fellow man, hope for a brighter tomorrow.

But you gotta have the dog days too. Things can't always get better and better, we can't shamelessly feed that hole within endlessly before a fall.

It's not as fun, it's not as provocative, it's not as easy, but today, we're gonna be the better version of ourselves that wants to get to work buildin' up a great game for everyone to experience.

We are all victims of circumstance.  We're all fallible people prone to the self fulfilling madness.

If I think back to 10 years ago, I remember loving families, close knit friends, a prideful nation, and thirsty creative industries yearning to make fantastic stories for us to partake in. We uplifted one another, there wasn't all this smarm, and putting one another down, and uplifting all this hate. We used to grow and encourage others to do the same, and we lived in a better world without that seedy underbelly mucking everything up.

All we have known is the decay, all we have known are the burned birdges and the closed doors. We don't know what tomorrow will bring, we do not know where this path we have tread will take us.

All we know is the winds of change are blowing, and we've got a pretty good game getting better every day!

Never thought I'd be saying this 4 days ago, but we're day 3 into being back into the groove and I'm not absolutely dreading getting to work! We've got a clear plan to piece the game together, things are coming online... ONE DAY AT A TIME!

So the you had a bad decade. GOOD! It means you might appreciate the next one a bit more.

We've done more than enough bitching and moaning of late, figured we were do for a light hearted blog post. But what a fucking banger of a blog post yesterday if I say so myself, holy shit XD. We go HARD and not just in gamedev!

Just a blog everyone, try not to read into it to much .There was a time where heartfelt and impassioned writing was the norm that made us feel something in this monotonous existence we've relegated one another to. It can get pretty dreary in this cave, sometimes we gotta get pumped up to prod the numbness.

Let's speak about the tangibles of the project!

Still working on getting shops and pipelines and unloading and loading, and lots of drudgery that escapes my mind right now. Naming conventions in scene. I won't bore you with boring technicalities, but suffice to say, boring technicalities are 90% of gamedev. I spend about 5% of my time working on fun, exciting systems, and the rest is setting the right name for sound files and fixing the slop of prefabs, and tweaking and tuning optimizations among other BS.

I think we're in a really good spot right now. We're going to be working on building up the first camp area. I got 2 really neat bonuses in the game yesterday, camping allows you to tick down boss spawn times when you kill an enemy near their spawn point, this gives RIFLES and inherent purpose! So you literally camp the boss spawn and you can lure enemies to it and chomp 'em to death with melee, but the better option is to park your ass there and snipe enemies down. I'm really excited that the actual systems and areas are entering the game that will invite the player to try all this stuff! Frankly I don't even know if players are compelled to try the various weapon systems yet.

On top of this I've added an "Impatient" upgrade, that just straight out ticks down the boss spawn rate if you're near the timer. I shouldn't say "boss" because there will be strong enemies that will have timers of maybe 10 seconds.

I think these interesting spawn layouts and having enemies drop certain bonuses will create some neat mini games where players maximize their farming of power.

If I'm being honest, these setups won't be perfect, and i'm spinning wheels in mud until we figure out what's fun and what works. But here's the part that's easy to forget:

Wax on, wax off.

We will get better at interfacing with world building, we will get better at naming conventions and prefabs, and as we make mistake after mistake, at some point, without realizing it, we will stop making all these mistakes, and we will instinctively place things where the collision works, it plays well with the unload system, it looks nice, and all the edge cases are left soundly asleep.

Very rarely are we building our games. Most days we're figuring out the myriad of ways are workflows suck, and our games aren't fun.  That's another dirty SeaCrit of gamedev for you. We all suck at this, none of us even know it. And the only way to make good games is to make a lot of really bad game in the meantime!







































MERRY CHRISTMAS EVERYONE!

Get SeaCrit

Leave a comment

Log in with itch.io to leave a comment.