That way I can spend the next few months doing the fun stuff. Making maps, drawing prettier sprites, and testing what's fun to play. The polish can come later, but right now, I really want this game to have a solid foundation. So here's part 1 of that. The Penultimate Pinto Island Demo!
- Levitation Code
- Ridable Furum Pony
- Move Execution Bugs Fixed
- Animation Libraries Reorganized
- Sketches of More Map Layouts on Paper
Lessons Learned:
- Releasing rushed & buggy demos does more harm than good. And honestly, not that many people care yet. I can take my time and come out with something truly impressive.
- Steam Greenlight might be staying a few months longer. Seems like they're still brainstorming new ways of running their service.
- If my game has to be discovered by a select few gamers sifting through garbage releases, BGP is sure to stand out as a hidden gem (pun unintentional, but I kinda love it).
- Articles are popping up about the benefits of accepting that a lot of pony content creators are distancing themselves from the MLP fandom.
Well, "everything" needs a placeholder excluding tile maps, for now, since that would require rebuilding all 3 areas of the demo and I think that feature can wait until 7.0 is done. When I finalize what the tile sprite sheets will look like, I need to order them in an efficient and uniform way. Doing that to the current maps would make the entire world a crazy mess I don't feel like dealing with until I'm preparing to start from scratch on the final world anyway.
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This thing is basically done as of tonight, but I need to keep checking for stability and strange cases. Riding your pony tends to break more things than I expected, and every now and then an attack move won't spawn and freezes the game.
Can't release until this works again, and I can't get started on finishing this thing until Friday's build is submitted.
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