Game Dev - 1 hour asset challenge part 3
2 years ago
I did little the last week or two of October. But in November I’ve been making slow, steady, consistent progress.
I’ve not been working on assets much, it’s been mostly code. I got the tileset working, and I got the basic turret AI working though I have not made the assets yet.
The whole “one hour asset” mindset works well for code too, though without the time limit. For example, I was having trouble getting a projectile to work. All it had to do was move on the local z axis, but for whatever reason it kept flying off in odd directions. After too much time fiddling, I said sod it, made it a character body 3D. Worked perfectly. I still haven’t figured out what I was wrong with the “proper” way of doing it.
Speaking of code, I recently watched a bunch of Pico-8 programming tutorials, and was surprised that the standard way of doing things was just many if statements and for loops. A whole game was made this way and it barely registered on the “3Mhz” processor.
I’ve learned a lot doing this project so far, and it’s been fun, but I’m wondering if I should continue. If I had to guess, I’d say I have 50-100 hours of work to finish the game, maybe more. At an average of one or two hours a day, that’s still several months to finish it.
So I’m torn. Keep chipping away at this one game, or work on other things that interest me, like an 8-bit game, or trying to get back to my fixed camera survival horror game.
Which brings me to a problem with the consistency. It comes at the expense of other things. I bought a film for Halloween I’ve still not watched yet. A game I wanted to finish playing after Summer I still haven’t gotten back to. Things like that.
I’ve not been working on assets much, it’s been mostly code. I got the tileset working, and I got the basic turret AI working though I have not made the assets yet.
The whole “one hour asset” mindset works well for code too, though without the time limit. For example, I was having trouble getting a projectile to work. All it had to do was move on the local z axis, but for whatever reason it kept flying off in odd directions. After too much time fiddling, I said sod it, made it a character body 3D. Worked perfectly. I still haven’t figured out what I was wrong with the “proper” way of doing it.
Speaking of code, I recently watched a bunch of Pico-8 programming tutorials, and was surprised that the standard way of doing things was just many if statements and for loops. A whole game was made this way and it barely registered on the “3Mhz” processor.
I’ve learned a lot doing this project so far, and it’s been fun, but I’m wondering if I should continue. If I had to guess, I’d say I have 50-100 hours of work to finish the game, maybe more. At an average of one or two hours a day, that’s still several months to finish it.
So I’m torn. Keep chipping away at this one game, or work on other things that interest me, like an 8-bit game, or trying to get back to my fixed camera survival horror game.
Which brings me to a problem with the consistency. It comes at the expense of other things. I bought a film for Halloween I’ve still not watched yet. A game I wanted to finish playing after Summer I still haven’t gotten back to. Things like that.