Work from afar
Today I worked on things in two distinct ways. I was out and about today and spent time planning my next moves. Figured out what I needed to work on, the general order they needed to be dealt with, and some specifics about what needed to happen. It took some time and thought, but it was necessary.
Then, when I got home I sat down in front of my computer and began implementing some of those things. It wasn't all smooth sailing (it never is) but I did get some stuff done. Didn't accomplish everything I planned while I was out, but I definitely got some stuff in.
There's not a whole lot to report. I got a basic definition in for my pause screen (no actual functionality) and I've added a loading screen (please wait). I've begun working on an inventory manager. Lots of necessary stuff for a game like this. But there's still so much more to go.
To be honest, I'm not even sure if my pace is good, or fast, or slow. I've dabbled with this stuff for so long, and this seems like it's pretty complex over all. But then we've got people building full games in a day, which seems insane to me. I don't really worry about comparing myself though. I'll get things done in my own time at my own pace. And hopefully I'll have something great to come out of it.
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 Cutscenes: Part 21 day ago
- Refactoring: Cutscene Player2 days ago
- Localization: Finished, Terminado, Fertig, Tapos Na!3 days ago
- Localization: Digging Deep3 days ago
- Localization: A Return4 days ago
- Of Dragon Con, Debug Overlay, and Localization8 days ago
- Dragon Con: A Vacation10 days ago
- Dialogue System: Talking Points Go BRRRR13 days ago
- Dialogue System: Talk About It14 days ago
- NPCs: Let's Talk!14 days ago
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