We Did NOT Rebuild
Super short blog today want to save energy for actual work.
We didn't get sh*t done yesterday, wasn't feelin well, so there was no build.
Hoping to get it out today.
When I think about building the game I start going down rabbit holes. "Oh we should get those neat economy bonuses in to show the sort of depth we're going for" which leads me to thinking, "Oh we need more visual ques and maybe a treasure motif to somehow communicate that the player is buffing their economy". And it just spirals on and on and on.
The other day I had this idea that we need to think of builds in layers moving forward, and try best we can not to get ahead of ourselves with all the damned things that need doing or we're going to become so daunted we don't get to work. So for today, the layer we're going to unwrap is the gobble fish and make the auto bite a bit more polished.
I lied earlier, we did get a touch of work done yesterday, but it wasn't as much as I had wanted, but it was a bit of good work to movement that feels a touch better every time we open Unity! It's such a core and complex system it's not something you can just sit down and pound out in a single day so it's somethign we're giong to be touching up and improving over time.
I was pleasantly surprised that auto attack didn't feel as poor as I remembered and i believe just a few tweaks to range and some forces and we'll be in a good spot. Gotta reduce the range on the auto bite so you don't feel like a goof trying to bite empty ocean, and ensure that there's a hefty forward momentum so when you DO auto bite, it actually connects with a fish. Might need to also tweak the angle requirements to narrow it down if it has a substantial force so you don't go shooting forward at empty ocean either. And all these settings are scattered since most times it's not worth the effort to make it organized, at least that's what I tell myself!
Oh and I tried the current build just to compaire and so often I think to myself, "What have we even been workign on, the old build feels BETTER!" and that's a horrid feeling. But this time I truly believe the current build DOES play a bit better and movement DOES feel more fun. Lots of tuning left to do, but I think we're gonna get there. Same goes for all attacks and forces. I can't even remember what change I made recently that broke all forces, but it was tied to core movement and now I gotta go back in and tune attack forces for the 10,000th time, my favorite thing in the world to do. We kinda needed to do a pass on it anyhow, all forces are a bit overblown right now. Gotta dial them all WAY down, and in the future this opens up the door for some neat bonuses that might enhance things like dash range and other forces on different attack. The game SHOULD be feeling a lot tighter soon and not so floaty.
Anywho, enough procrastinatin' getting to the slog, suppose we better pack it up and get to it... blar.
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
- What's the SeaCrit Sauce?12 hours ago
- Time to Rebuild2 days ago
- Some Blog Before the Slog3 days ago
- Back to Blather4 days ago
- Whatever5 days ago
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