So yesterday I had a massive amount of stress thinking about all this. You know, typical crushing inescapable self-doubt. The, "what the hell am I thinking, I am just an average dude, I can't do something like this" kind of stuff. And yeah, I am an average dude. But I'm doing it anyway.
So I didn't get barely any work done yesterday as a result. Which is fine. Sometimes you gotta just know when to stop and recover. Today I am feeling much better. I've said several times on this blog that I am aware that it's important to scope as small as possible, and to make as many games as possible, because you never know what is going to fail or succeed. And more games = more reps, which means faster improvement.
It's just insanely hard to actually do that. I've spent nearly a whole year on this game and... I've realized I need to cut and cut and cut and cut. I wish I had done so earlier. But that's just the way of things. I am going to finish and release the game ASAP, planning for this month. I have decided I actually am not going to have that map feature I worked on the other day, because I think it's just one more level of complexity. I am also not going to have any sort of metagame. It's just going to be arcade-style. I also am going to completely remove RTS controls. It's just gonna be a top-down shooter with a squad that follows you. As lame as it can sound, I am really just going to make this a cooler EndSoldier.
Here's the mechanics list I'm at now:
- Top-Down Shooter (in there)
- Squad that follows you (in progress)
- Switching between characters via Tab (easy)
- Weapons and armor that can be equipped to characters, and are found in level randomly (easy)
- Simple stats like reaction time (rotation speed), reload speed, HP, etc. which improve with lvl up
- Several enemy types
- At least one map
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