Monday Update #2


Monday Update #2

I guess I'm doing these updates every Monday now. Why not? Until an initial/alpha type release these updates are mostly for me anyway, but as always, thanks for reading!

This week has been a rollercoaster. Lots of work on the game, and some important improvements to the engine (implemented a z-sorting/depth feature to the rendering, redid the collision system entirely, finally added animation logic, gamepad support, etc) but progress was definitely not a straight line this week.

I implemented a bomb/screen clearing weapon, entirely, and then immediately ditched it for being too OP. Something like it might come back in the final, but I'm not sure yet. 

And then, Friday came. RL stuff kept me busy all day and exhausted, but because of my commitment to the 100 days of code challenge I decided "hey, I better get an hour or two of work done on the game!" I tried to refactor the spawning logic a bit to clean it up (it's a mess, remnants from the gamejam version of the game), broke everything, and after trying unsuccessfully to resolve the issue(s), had to roll back the code to an earlier version. Yikes. I've never seen the compiler complain so much.

Anyway, that hiccup is over with and everything is fine now. As is probably the case for everybody's first game project, development continues slower than my overly optimistic estimates, and the scale of the project grows with time. Initially I was hoping to have a rough, alpha type release ready by now. In the actual world, it'll probably be another few weeks. "Hopefully sometime in June" is my "target" now but thankfully there are no hard deadlines in the world of hobbyist gamedev. 

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