Sunday, 8 February 2015

Progress with Puzzles.

The first area is now pretty much done from the functional side. There is a lot of visual things still missing but hopefully we can start putting them in soon.

I've also come to the conclusion that the scale of the project as it was envisioned at the start was too large and there is quite a lot of the level that I had in mind that is gonna end up on the chopping block.

BUT I've learned a lot of both practical and theoretical things along the way, from certain scripts that I can reuse to more intricate details of how the tools inside Unity3D work and behaviors of certain parts like Raycasts and how to use them efficiently. Also time management has been pretty off, from estimating how much something will take to get working and the subsequent problems that might arise from making separate scripts work together as intended.

I was fully aware when I started that this won't be more than a simple demo so to say of a potential full scale game somewhere down the line in the murky darkness called future, but I know a lot better now on how to start the planning and make prototyping faster and also to scale down earlier.

Making games is hard, frustating and sometimes you might feel like you suck at everything you do and you will never get anywhere. Then something happens, that button you tried to get working? It does what it's supposed to. That door you tried get to open when your player had the key? It opens when it's supposed to. That's what keeps me going, I try to make something work. Sometimes it takes several days even for a simple script and lot's of trial and error, but then I get it to work. I get it to work and think (sometimes outloud) "It works, maybe this will turn into something after all".

Never give up, never surrender (or something like that)

Edit: This is me whenever I get something working (has music so check your volume before opening link! Flash_loop)

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