Enjoy the Ride
I’ve said it in a few prior blogs, but sometimes we need to remind ourselves that life is what happens while we’re busy making plans.
Why knows what tomorrow will bring, success, failure, terrible success? We can fixate tomorrow so much that we don’t take the time to appreciate the now.
I do have a bit of stage fright, what if we open the project and everything just ends up being buggy, since we’ve been going so hard and fast of late there’s going to be bugs and we’re going to have to fix them rather than getting to all the work we were already stressing about.
At times it can feel endless. This project will never finish, we will never get to creating neat things, we will forever be stuck in this circular spin of arduous work as the wheels kick up that dreary mud.
Rofl, typing all this out was supposed to help me want to get to work but I feel as though I’m making a case not to!
How’s this…
Time to get busy devin’, or get busy dyin’
Ok, feeling a little silly making this edit. It’s been less than 12 hours since I swore of more blog posts and that they were too draining. But Inspiration just struck and I feel as though I may have to totally revamp the core movement mechanics of the game. So I've decided I can make little stealth edits to this post, and it won't TECHNICALLY be breaking my promise to not make new blog posts XD
I look at the overly complex systems I have currently, and they’re not quite what I always wanted.
To me the holy grail was a more free form kind of movement, where if you oscilated your direction of movement, if you did it just right, it would feel as you you were a dolphin, oscillating forward at great speed. Like imagine you needed to get out of teh way of something really fast and rather than just pressing right, which is so boring, you had to actually artfully swoop round, and try to oscillate just right to get out of the way of something.
I’ve tried and failed to achieve this in the past, but after a little meditation, out of nowhere, it just hit me.
We’ve grown so much, we’ve learned so many better means of coding and designing and debugging and displaying various values on the screen, and as such, I’d kick myself if we didn’t at least give it one last go to try to get online.
I almost fear more than anything that this WILL be better, and I’ll have to finagle the other waveswim systems to incorporate these radical new changes, but it shouldn’t take more than 2 days for the absolute most vital system in the game to potentially be a revolutionary, intuitive new bit of awesomeness.
While I’m burned out and jaded, I’m not quite burned out and jaded enough and sleep deprived to stop myself from going for it!
So today, we forget that we’re sick and tired of dev, we let go of all the stupidity of the world, and we open our project and we get to making kick arse shit!
And if we fail, that’s fine, the existing systems are pretty kick ass already.
TO MURDER!
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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