Yes, I know it's been a long time since the last Devlog, but I've been feeling down for a while and also didn't have much to discuss (until now).
And also, yes, I'm finally having fun working on my own game, and it's after I forced myself to start planning things out.
Story
The story was quite barebones, but now that I am writing and thinking through it, I finally have one I want to tell. It is still unfinished–very unfinished. But now I have a real story, instead of just "It’s dark, scary, there are monsters, blah blah blah. Oh, and some cryptic lore."
Until I'm done writing the script for Act 1, I'll only be improving the base systems I already have. I have begun developing big games like Pitch Black with a "Go slow to be fast." mindset; Make the base systems simple but flexible so that it's easier to add onto later. This is more vital for something like Home Grown, but since there's still a lot ahead of Pitch Black (not just in terms of release content), a solid base is a good idea.
So please bear with me as I finally write the story and improve the base game's last bit of spaghetti code.
Gameplay
I've made the most progress in gameplay; there is now full controller compatibility for Xbox, Switch (Pro Controller only), and PlayStation (DualShock); adding new content is simpler than ever; and the entire first area is beginning to feel more cohesive.
There's not much else I can mention, but I've also tried testing on Xbox (I made a Developer Account and was able to put our Xbox in developer mode). But, it'll likely not work unless I get with another company to do the porting for me (so no console ports).
Also, since I’m now focusing more on making a good game (instead of rushing out a long but ultimately purposeless and unfun game) and taking my time with it, I’ll be working on some of my other games that aren’t as big or complicated. I’ll likely be joining more GameJams to sharpen both my game dev skills and communication skills (and also to have fun).
So, I will see you in Pitch Black–When it is ready!
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