Posted March 11, 2021 by sarrowsmith
#7DRL
24 hours ago I wrote the following list of requirements:
as an indication of the unlikeliness of hitting the deadline with a finished (let alone polished) game. Since then I've fixed those two bugs, and implemented the new game system and menu (but no save/load), overall win condition, varied enemy spawning (but without level gradation) and hooks for all forms of combat. The actual combat is kind-of pre-prepared, as I wrote some Python to try and work out the balances during the pre-jam design phase. But there's still work to do. No matter what anyone says, GDScript is not like Python. Well, it kind of is, but only in the way that, say, Java is like C++. It's so natural for me to write with comprehensions and first-class functions that GDScript can really trip me up sometimes.
Summary: it's going to be really tight. It may come down to having to choose between good AI, non-essential features, and overall polish.