There's Still Nothing Coming to Save Us
There’s a lot of shaking up going on in the world, and as I’ve said before, as someone who can get a bit obsessive, these distractions can really take a lot out of us.
MAY have gone a little batshit crazy on the Unity forums. And it's about time we stop acting like a fucktard out in public, for one because the world is full of problem avoiding suits who frown against anyone who rocks the boat, and two because it just sucks all the fucking energy out of us.
What's more important? Owning dumb fuck neckbeards on the internet? Or making our life's fucking work? I hate to admit that this is a tough question for me to answer.
Things are changing fast. Will it get better for lost souls like us?
I don’t know, and stressing about it only takes what little energy I have for the project. And what’s it matter anyhow?
Whether the world warms or remains indifferent towards us doesn’t change our only path to redemption. So it’s time to meditate a little bit, gear up for work, and get back to it.
Too much thinkin’, not enough doin’.
My plan is to just start getting things in the game. And that’s painful, because I know it’s not perfect yet, it never will be, and every single thing we add will demand the blood sacrifices to get it up to quality.
Super low bar for today, just hoping to get back into the groove. I want to get a spawn area that i’ll design for melee engagements, and another and arrange it for ranged setups. I honesty have no idea what making it the most fun entails, but there’s only one way to find out. It’s crazy to me to think that 8 years in and we are only now setting things up to test the absolute core of our game.
I take a lot of pride that our dev cycle is unconventional, because conventional sucks ass any more. I always used to think our code sucked, that there were better ways to do everything, and over the years, I’m seeing other people talk about how all the overdesigned, code by commity standards was all retarded. We developed a style that suits us and our internal logic is uniform as fuck.
Oh and we’re gonna get a shop in, maybe even an item or two, that’s the plan anyhow. Speaking of I got some nice debug fixes in the other day that makes it easy to set starting items for rapid testing. I had it before but it didn’t disable prior items enabled and whatever got equipped was random among whatever was enabled, there are so many tiny little things you end up having to develop that you never even realized.
When you make a game, it’s like you’re working on 5 projects at once, the visuals is its own thing, the animations, the collision aspects, the UI, the debug system is an entirely different entity. You don’t just make a game, you develop an entire organism and each of these organs are vital for it to come to life.
Just been getting ready to get ready the content creation. Every time I sit down to make the game some shader issue, some knockback problem, some debug problems show themselves and I always think to myself, “DAMN IT, I thought we were finally going to start making the game!”
We’re holding ourselves to insane standards. I know the kind of delusions that come with creating your own game. If you think it’s good, it’s likely garbage. If you think it’s great, it might be passable. If you make the best fuckign thing ever, just maybe it’s something that people will actually enjoy.
So that’s the quality bar we’re aiming for: Fucking fantastic. And as a one man band, who’s best days are behind him, that’s a tall order.
But that’s ok, because even with one arm tied behind our back and even though we’re commencing work in the sludge of this cave, we’re kinda fucking good at this shit.
Fuck it, game on.
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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