Devlog #6


Good evening,

Devlog #6 is 83 days overdue. I myself am sorry for the delay. 
I think the best way to start this devlog is explaining our process of developing and why it entered a slump. 

I work fulltime, and don't do much else. I have the time for this, but I don't have the skills necessary. As such, my process of working is very experimental and I rely heavily on learning as I go. I believe I was doing pretty well for awhile, but I came to a point where everything seemed to not be working together anymore. When I would make changes, things I didn't even know were involved in those changes would break, and it frustrated me a lot. On top of that, I would rarely have a good idea of what went wrong, and an even worse chance of knowing a solution. 

That said, I'm at a wall of bugs. I don't know where to make progress at right now, and when I open our project I just feel overwhelmed. The longer I wait, the worse it gets. It's a little vicious.

I believe the next steps to be walking backwards, and picking myself up where I can stand again. I will be doing that, but it's going to be a much slower road than I thought it to be when we started. 

On a good note, Henry made great use of his time off from school, and continues to keep coming up with some very cool things. There is plenty more than what's on this devlog, but I wanted to spread them out across the next few weeks. 

To conclude, here's some goals I want to accomplish:
Rewriting the player's movement script
 -There's a handful of visual bugs with the script and I would like to both condense it and clear up different values that conflict with each other
Rewriting some enemy logic
 -A lot of enemy logic is repeating itself, and while I believe rewriting the player's movement script will help, condensing and clearing up repetitive lines will help a lot
Rewriting our NPC dialogue scripts
 -Henry has made a phenomenal cast of characters for Mono Rojo, and I believe they are due a stable rewrite. The current dialogue script is very forced and has its own set of bugs when the player is interacting. 

Thanks for reading this. Sorry again for the slump. I hope to post a new devlog next Tuesday, and get us back on schedule.

A pelican for your troubles:

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