The story of a dude who has no confidence in what he does.
It's no secret, by now, that I'm quite bad with release date. If anything, it was even my trademark back with SML.
And as we hit the end of March, I realize that the game I want to make is a tad.. Ambitious for a single person to make, to say the least.
The Reforged Battle System is finished.. In term of everything but coding.
Over the course of the past two weeks, since the flu came in to visit, I went ahead and designed the rest of the battle system.
By now, I can officially render a set of animations to showcase my vision of the game.
Thing is, as I attempted to go on ahead and add in the most basic lines of code to the whole system, it all went to crap as Unity wondered in what kind of obscure dialect I was attempting to communicate with it.
All if this had thus led me to the most frightening thought of them all. The reason why I was compelled to design everything down to the button before writing a single line of code. The reason why the shadow of the Vaporware still lingers over me.
I DON'T KNOW HOW TO CODE IN C#
Cbrainz (late) new year resolution : Learning to code. (In C#)
And so here we arrive. I have the greatest of pleasure to announce you that, yes. The whole battle system's game design, UI, Animations and Learning curve are all finished.
All of them are ready to be coded in. And all of them WILL be pre-rendered into an animation in order to showcase my vision for this game's battle system.
So yeah, the whole thing is ready for programming. Problem is? A few tutorials here and there about how to do stuff is simply not enough to bring my vision to life.
Because I have now realized that my battle system could be described as a Turn per Turn point'n click fighting game/JRPG thing. It's quite unique all things considered, and as you can see up above, there be a LOT of moving pieces to this horror show.
Hence why I am going to be in need of taking a proper course about programming in C# before I can go any further. Otherwise, things will quickly degenerate into chaos, frustration and most importantly, even more delay.
Which leads me to the final resolution I have decided to take in order to stop frustrating you boiz with all my failed releases. Because holy balls.
Point Origin : SotML is far from ready to launch, and I am clearly not great at planning release dates either.
From now on, I am not going to go on ahead and place release dates all willy nilly, because of the simple fact that I am quite bad at managing this project. (to say the least)
I am just one dude, who has never learned to do any of the stuff he is trying to do right now. At this point, the only thing I really have is a dream and ambitions.. And that's about it.
So I'll go on ahead and continue to work on myself as a Dev, growing the various skills I need to make this on my own, and update SotML on a continuous basis as I become better and better at the various crafts I need to learn. (Mostly coding and 2D animation at this point.)
It'll take a lot of work before I can produce the game I've been dreaming about with my fingers alone. But I'm afraid I'm too obsessed with the idea to give up at any point in the future.
So Yeah. I'll continue to post updates and keep showing you my progress on a two week per two week basis. I'll also go on ahead and do big updates over at Cz Studios on a monthly basis too.
But for now, Imma stop throwing my head in the clouds, and actually start growing the skills I need to learn to make this beast of a game.
I'll keep you posted about Genesis too, but for now I really want to focus on learning to code so, we'll see what I decide to do about it in the end.
So yeah. See ya in two weeks. (Maybe I'll actually become a coding god and one shot the entire game until then for all we know)
0 comments