It’s been a long time since the last devlog. I’ve been working on my life and less on the game. This week I had a lot of free time so I sat down and, well, change a lot of stuff. I rewrite all of my scripts and now I’m comfortable with my code. There are some stuff to care about but, if everything goes as planned (well, my life NEVER goes as planned, so I don’t really expect that much) I would have more time to work with this.
I’ve learned a few things. First, if something is not broken, DON’T ***** FIX IT! I know, it’s something that you read a lot in forums and blogs but, hey, I broke my code twice and had to rewrite it.
Second…, well, I think this is the only think I’ve learned.
I’ve worked with my collision system and with the damage system. In theory, to add new functionalities is going to be easy peasy. Now I have to work with the most difficult think for me, and it’s how a level starts and how a level ends. Usually I try to think this too late, when I added a lot of stuff and seems that the game is playable but, you can look at my profile and count how many games I’ve finished. Therefore, instead of adding new content, game mechanics and so on I prefer to start where one’s is suppose to start: where and how exist all the thinks in my level?
I hope that all of you are doing well and, well, instead of a crappy gif or a picture, this time I have a video. A video! This is 21th century!
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