Current attempts to fix challenger battles are not going well. At all.
Lowkey thinking that I should just replace the intended battles with some other, simpler minigame as a stand-in until I can actually get this trainwreck of code to work again.
Current attempts to fix challenger battles are not going well. At all.
Lowkey thinking that I should just replace the intended battles with some other, simpler minigame as a stand-in until I can actually get this trainwreck of code to work again.
New project is having a fun, early outing.
Me: Man, I really wanted to have something released for the 10th anniversary, but I have nothing ready for it!
Clickteam: *drops trailer for Five Laps at Freddy's*
Me: *Finally remember that I still have a janky ace up my sleeve*
I might be having too much fun with this process...
So, Plan B: The remainder of tonight will run V1 of a solo OCN mode, with an updated version coming tomorrow during the end of the con.
(And a further refined public release of this later on. If there's interest.)
The more things change, the more they stay the same.
How about we change things up?
Motivation has returned in a substantial enough way.
:)
Turns out what the game actually needed was for me to take a proper break from development and enough time to realize what I had broken.
(It was the values tied to IDing what foe it'd be.)
It'll likely need more testing, but we're back in buisiness!
New look, new direction.
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