making big structures is hard, plan is creating a ruined church later, mixing wall tiles, floor tiles and props.
It's insane to me how some artists make doing this kind of art seem effortless
Finally almost finished with all the basic animations for the player ( including directionals), and I was surprised that in total there are 96 frames
this is not counting the already done hammer animations and other future weapons
consistent progress builds up!
Content rich game without artificial friction and grind is a pre requesite.
that being said, not being employed has given me a lot of time that I wouldn't have otherwise, so It's a viable path without waiting years for the game to be done.
I plan to release it in a year max
one priority is focusing on fun over time played. I will not sacrifice enjoyment just to prolong game time
this means I'm probably going to constantly be working on adding more content. But it is what I would want as a player, and what I shall give to my players
one priority is focusing on fun over time played. I will not sacrifice enjoyment just to prolong game time
this means I'm probably going to constantly be working on adding more content. But it is what I would want as a player, and what I shall give to my players
This week a lot of stuff happened. barely had time to program my game, but I think I'll be able to implement a cool little feature before the weekend at least
currently on a potential demo roadmap:
first mini region of the world done
static + challenge dungeons
I need to stop letting trivial life stuff get in the way of my goals
was having a productive monday, and some unexpected unrelated friction killed most of my creativity for the day