Hello again this week and welcome back to the Twosoulled Devlog! Cary here, talking about the studio that's bringing this crazy concept to life.
In my last update, I talked about how I went through the crazy process of onboarding a whole team all at once. It was a highly informative and very exciting experience, leading to an explosion of growth.
One of the first and most interesting challenges was getting the new developers accustomed to and familiar with the code I had already written. I have always prided myself on making simple and readable code, but coming into a whole structure with no preparation is a difficult task no matter what.
My recruitment process had gone so splendidly that although I was hoping to hire one dev, I ended up with two so excellent I couldn't decide between them. I hired them both, and watched as they immediately set out to learning everything. I set up a Trello with a massive list of tasks - everything that would need to be done to prepare for a demo. The devs looked through them all and we picked a few tasks that were key to the structure of the code, which would allow them to interface with it meaningfully, but were simple enough that they wouldn't be hard to try to tackle.
One of these such tasks was enemies and AI. We'd already put a lot of thought into how the characters would move and feel to control, but the movement of enemies is nearly as important, so we wanted to start tackling it early.
Until next week, thanks for reading! Twosoulled chugs forward by the day.
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