Devblog 13: Month One

It has been a month since full time work began on 13 January.  Finally, light flickers at the end of the tunnel of technical challenges.  A lot has happened in this time, but it has been overwhelmingly technical, so I won’t bore you with details.  I always find time spent trying to understand someone else’s code to be one of the more frustrating moments in software development.  Hours spent reading doesn’t feel productive, when fingers could be tapping away at keys.  Especially if I’m feeling overwhelmed by the scale of the task at hand.

There is new concept art, but it’s not quite ready to show on the development blog.  I didn’t think I’d be quite so stressed doing what I’ve always wanted to do, but mercifully this isn’t constant.  At least, as the technical solution slowly takes form there’s less anxiety hanging around.  During the early stages of any ambitious or ambiguous work self doubt is at its most distracting.  Especially when you aren’t working with anyone most days, so having friends to talk to who are programmers and can give pro tips is indispensable.

Month Two should certainly feel busier, as there’s less mystery about what is left to do to achieve a working deterministic (multiplayable) system.  Preparing Lockstep and Pathfinding libraries for integration has been no joke.  Integration will consume the coming month, along with finalising character and environment concept sketches.

After all this time, the game design feels less flimsy, it has been years of arguing with myself.  Though, there are still some questions to resolve, but the core of what will make this game unique and fun is absolutely obvious.  Ideas are like wine, best left to age in the cellar of the mind.

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