Get some dirty details on what went down in BGP's development this week.
I'm out of town for the week and likely to have no internet, so all info is up to date as of 3/6/2015. I'll be able to work on the game throughout Spring Break, but I won't be able to talk about it or respond to emails until I get back.
- Mastered TileMap Layering
- Figured Out TileMap Collisions
- Working Walls In Overworld
- Animated Overworld Tiles
- Edited Avatar Sprites
- Downloaded Unity 5
- I have 9 months to make something awesome. Every minute counts.
- For time's sake I need to cut corners where I can. No long showers, try to eat lunch/breakfast in class, strictly 2 hours of free/girlfriend time on weekdays, and never work out for more than an hour.
Day/Night cycles also open up gameplay opportunities like time passage when sleeping, legendary events triggering at certain in-game times, meeting with Mavens after hours to talk instead of battle, and so on. Nothing is concrete until I write it all out and see how it works, but the idea's in my head now. If it doesn't work out, I'll see if I can tweak it for use in a later game.
I see Pokemon style games reach over 60,000 likes pre-launch and get flooded with comments and activity from people just excited to play. I know that kind of frenzy is earned so I can only do my best to obtain it. Twitter is the channel I expect to boom only if BGP is a major success. That's when people want to follow and get up-to-the-minute details on what's next.
I usually get most work done on Sunday, which hasn't happened yet, so this week's update is a brief one. The game is on schedule and I'll keep chipping away at it until BGP is something awesome. I want a playable pre-alpha for the world to download by the time summer vacation rolls around. It's back to the ol' grind for me!