Friggin crickets around these parts. Instant Crickets even.
So the deadline for the latest TIGSource Compo has come and gone and my entry never really got off the ground. About 2 weeks in, I realized there was no way in the world I could finish it on time while juggling other projects so I decided to put it on the slow track and make it a longer term schedule. For all the raving I did about making a schedule and sticking to it with ERH, none of that could be said for this project. I realized yesterday I hadn’t even figured out my checklist and that was a month after I came up with the idea. Granted, this game is a bit more technically complex then ERH so a lot of my time was spent trying to figure out a workable system for procedurally generated levels. Regardless, having a framework timeline in place is crucial, so it’s the thing I’m working on right now. Well, right after this post…
I promised to start posting screens more often, so here’s some work in progress from about 2 weeks ago:
A lot has changed since then but that’s basically the look I’m going for. I’ve fixed some of the alignment problems for the 3D tiles and made a few tweaks but there’s plenty to get working stil. One thing I didn’t do with ERH that I’m going to have to do with this game is release an Alpha version for playtest. I’m not 100% confident in the control scheme so far so I want to hear what other people think. My goal is to have something resembling a Beta by the end of this month, so the Alpha version needs to happen relatively soon. I have to keep reminding myself to keep this game small and the scope limited for the time being, otherwise my imagination starts spiraling out of control and nothing ever gets finished.