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These are the Days

SeaCrit
A browser SeaCrit made in HTML5
Not feeling 100%, didn't get some secret investor contacting me saying they want to fund the fish game, didn't win the lottery.

It's just another day!

BUT! Good lord do I enjoy days where I just get some solid work done, and everything starts to come together. So fixated on that finish line, so stressed about breaking through and getting that mass following to justify this project, to justify my existance.

Great f*cking day of dev today. Wasn't looking forward to it, had to finagle some drop particle systems, had to deal with tedious code logic for systems that should already be done. Nothing on the list was going to be improved gameplay, nothing exciting from what I could tell.

Really happy with how upgrade drops now work with NPC's. They have unique and easily discerned visuals that don't feel like a rush job. I've also reverted the system away from pure random and implemented a psuedorandom method:

Dropchance = (kills - 5) * .1f; //simplified example

Lots of other stuff done but my brain is melted right now and my memory is kinda shoddy these days.

4 hours later and feeling really good about the project again! Health is solid, project is coming along, the world hasn't been hit by a meteorite yet, and best of all, for the first time in a long while, I'm just enjoying the ride again.

Looking forward to getting up tomorrow and getting to work :)

We get in our head so often, we look at all the crazy wild lives others are living, but we gotta keep some perspective. By most anyone else's standards working on a stupid fish murder simulator and making some homemade kick ass hummus would be drab, but for me it's a pretty kick ass day!

Just got all the annoying crap off my todo list. Not even sure what's next on the Docket, but I think we're going to keep kickin' arse! Just kidding, I know exactly what we're going to do, a little bit of everything till this sucker comes together! Core systems are finally online, time to message in improved AI, improved combat, more level content, and on and on and on. One inch at a time, and that's fine, because the game's coming together, we're not dead yet, and we're enjoying the ride again.

This might be one of my best dev sessions I've had, short, but got lots done.
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