2 months ago

#Devruary 21: Two lessons I learned the hard way are the following (check article):


1) Save often, keep a couple of backups. I've lost a lot of progress to crashes after not saving for a while or forgetting to save before closing.

2) Keep your scope as small as possible. I tried making a big RPG Maker game that would release in two parts and had a wild story with branching paths because of a time travel subplot and I never made it even halfway through making it, and what I did make wasn't that great.



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Weekly Update number... 5? Woops, I skipped a couple weeks!

This is the HUD and UI update, featuring a main menu, health bar, stat indicators, and counter for remaining enemies, along with a new-level prompt and controls screen (latter not shown).

Working on the game-over animation and improved enemy pathfinding. Hopefully they'll get be better at avoiding collisions.

Sorta-Weekly Update Post number 7: The final upgrade room in each level has three items to pick from, and you may choose two of them.

Weekly Update Post 3: Ending one level now immediately activates the next, and the final upgrade room in each level allows the player to take one extra item.

Most of the main functions are done, so I'm going to work on some of the aesthetics this week.

Sorta-Weekly Update Post number 6: Death animation finished and implemented.

Weekly update post: Most of the characters have proper animations. I made models for the different types of upgrade items, but actually implementing them has been a headache. Will elaborate in article.

The previously-mentioned controls screen, accessible from the main menu.