Bursting Out
We're going to do something we don't do much round these parts. We're going to celebrate a bit!
Just had if not the best 4 days of work in a row, then the best we've had in well over a year. We have been CRUSHING it. Working longer hours, doing better code, on a game that's closer and closer to realizing it's potential.
And what bettter way to celebrate long ass dev sessions than with the greatest, longest live album ever from M*THA FUCKIN' JEHTRO TULL!
WHAT A FUCKING BANGER THIS ENTIRE DAMNED ALBUM IS!
I can't listen to Tull on the internet radio, don't get me wrong I enjoy Ian Anderson's full catalogue to some degree, but what songs it does play from their glory days are overplayed as shit. You can only listen to Aqualung so many times and the newer stuff just isn't my kind of work music. "Said She Was a Dancer" is underrated, though.
Whew, taking a break today. I actually want to work but we're just going too hard. My brain is still wired from yesterday. These dev sessions are INTENSE. Couple days ago I was just laying in bed with orginal symphony music generating in my mind for like an hour after I tried to get some sleep and I just felt WOUND THE FUCK UP. Kinda like a free, all natural trip. It's crazy how much this project amps me up of late. And normally i'd be tepid about that but my health has been holding in strong so fuck it, we've been going HARD.
This is what our "Timecard" is looking like right now. We're averaging like 15ish hours a day right now with only a day or two off.
With the intermittent health issues not to long ago I was worried we were getting old and frail, but this week we have gone absolutely ape shit BEAST MODE. We are fucking killing it.
Best part is we're getting close to these systems being 'Mostly done'. We will soon only have to polish and organize these pooling, spawn, and itemization, and bonus systems. It will all be downhill as the game reveals its fun.
So many years of bleeding and watering the fields. Patience and stubbornness. Unrequited sacrifice.
I keep saying "maybe we're crazy but I think the game might be good soon."
I'm going to stop pussy footing around this once and just flat out say, maybe we're crazy, I don't think we are. I don't think we have blinders on, we've been on the fucking money time and time again across many projects. I have handeled shit on every team, every project, every task I have held shit down for over a fucking decade. SeaCrit is the culmination of MANY YEARS of busting our ass, laying low, getting good, and pushing ourselves to our limit.
And it's starting to be more than good. It's starting to be REALLY FUCKING GOOD.
For a long time now we have been under the gun. I accepted that we were going to be held to higher standards, we knew that the back scratchers and the jokers and the smarm fucks around us scratching one anothers backs and ejecting together all their "enemies" were going to have all the breaks, have all the algorythms, have all the uplifting and prioritization from all the others tending their precious machine.
This game has been our protest, if we can make SeaCrit good, if we can rise above, MAYBE we can put up a fight, MAYBE we can make a difference, MAYBE we can turn these tides in some way.
We were never competing on an even playing field, I bruned through my embarassing little nest egg of savings many years ago. We've running on fumes as a one man band against this calous and fucked up world.
Who's going to put out a better game? Some mutli billion dollar studio with THOUSANDS of petulant fucking neckbeard hordes walking in lockstep? Or a single fucking broke, neckbeard in the depths of their troll cave?
That's what's so fucking funny. Is I'm REALLY liking our odds.
Even I forget all the awesomness about to come online. Purchaseable shops, inventive upgrades and bonuses, innovative spawn systesms and timers to invite the player to explore a deep and rich ocean with interesting paths to power and farming patters. Unique and deep control schemes that can run on any device. Playable by anyone, anywhere, on anything, with no cultural barriers.
Easy to pick up, impossible to master.
SeaCrit is kicking fucking ass. And I believe in a sane society we'd be a bit further ahead and have a bit more fanfare, but it's been the resentment and petulance from these shit heads that put a fire under our ass, made us take this gamble in the first place. What doesn't kill you makes you stronger, and YOU CAN'T KILL WHAT'S ALREADY DEAD YOU FUCKS.
We're truly on the tail end of polishing up these systems. It's been WAY HARDER than I initially anticipated, but it's going well! If we can keep up 1/3 this pace over the next couple weeks I think we'll finally have a little playable that KINDA shows a GLIMPSE of the potential.
For now the online web build is just a little tiny morsel of a crumb of what's here!
I could not have picked a better title than SeaCrit. Because I truly believe we've got something pretty special and hidden here, and I'm kinda enjoying that motif for the first time. I'm perfectly content just hiding away and getting our work done, knowing the ineffectual outside world cannot taint this precious little project.
Little rare bit of optimism here and speaking some thoughts we generally try to keep to ourselves, because who likes a confident gamedev? Back to moping around and talking about how shit the project is in future blogs ;)
You thought I'd forget!? You don't know shit!
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 |
More posts
- Just Settin' Up for the Slog8 hours ago
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