Posted January 15, 2019 by abso1ution
#push pull #abso1ution #block #puzzle #2d #pixel #indie #sokoban #difficult #challenging
I've realised in hindsight that more time than I would've liked was spent because I didn't build a proper cut scene system. The narrative was a bit more involved than I anticipated making my 'hacky' implementation less efficient than doing it properly. The next game that requires any cut scenes I will develop a proper system as I see the value in having the code on hand. I chalk this mistake up as "not knowing what I don't know", although I perhaps could've anticipated it with more thought.
For the medium term I have lots of ideas and want to keep project development less than 6 months, and part of achieving that is publishing with code I know is a bit 'hacky'. This is one of the instances where that approach has burnt me and I'm sure it wont be the last. Regardless I still see value in this approach, especially early in a developers career, I don't want to be a developer working on his first game for 5 years+ before anyone plays it.
Since the last update I have made the below changes. Unfortunately most of this occurs behind the scenes or after the end of the demo so I have no demo updates or new visuals.
With these changes there is not much to do given I have at least a month before I could release due to Steamworks approvals. The outstanding work for this period is:
All of this should be complete in a couple of weeks, leaving the remaining two weeks or more for polish and marketing.