Sometimes simple isn't so simple
So today I dove in with a very simple idea in mind, adding an animation to a cutscene. All the functionality was supposed to exist, and it did. Sort of. . .
It really wasn't working how I expected, and it also turned out there was some functionality that only half existed. So I spent hours trying to figure out how to make this one thing work the way I wanted and kept going around in circles. I also didn't have a full grasp on how it all worked together.
In the end, the only thing I accomplished is removing the half-implemented functionality and I left myself a note for later to continue working on the cutscene animation. I did gain a better understanding of how I want things to work though. I've added a comment to my code to figure it out later, and even added an Issue in my github repository to remind myself to work on it.
It was frustrating and disappointing. But that's just how things go sometimes. I'll pick it back up tomorrow, or another day, and figure it out. At least I've got a good understanding of how to do what I want.
But until then I step away. Next time I come back I'll either keep working on it, or if I don't feel I'm ready I'll work on something else.
Xenodochium
The future is what you make of it!
Status | In development |
Author | Munchmo |
Genre | Role Playing |
Tags | 2D, Cozy, Godot, Indie, Life Simulation, Pixel Art, Sci-fi, Singleplayer |
Languages | English |
More posts
- Refactoring: Cutscene Player14 hours ago
- Localization: Finished, Terminado, Fertig, Tapos Na!1 day ago
- Localization: Digging Deep2 days ago
- Localization: A Return3 days ago
- Of Dragon Con, Debug Overlay, and Localization7 days ago
- Dragon Con: A Vacation9 days ago
- Dialogue System: Talking Points Go BRRRR11 days ago
- Dialogue System: Talk About It12 days ago
- NPCs: Let's Talk!13 days ago
- NPCs: A Simple Start14 days ago
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