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Showing posts from November, 2018

Tree Growth And Other Observations

Been working on trees this week. Not like the normal, organic kind, such as oaks and pine and whatnot. Rather, more like game mechanic trees. In a previous update, I may have hinted that I would push off an entire skill tree for a future (paid) update... Which I have to sort of retract. I've realized that the game needs specific skill trees right out of the gate.

In my original vision, the game contains three skill trees - Corruption, Engineering, and Psionics. I've come to realize that the trees need some serious sprucing up. There will still be three base trees, but they'll instead be Combat, Engineering, and Survival. Corruption and Psionics are instead going to be classified as advanced trees which can only be unlocked through discoveries/events made in-game. I imagine each new chapter will still include at least one advanced tree.

Another consideration to be made is how to distribute starting points. I imagine a few scenarios. In the first, the player begins with one …

C Sharp, RogueSharp, and Unity

Okay, I imagined that I was going to work on drawing some concept art this week, however I got sidetracked. As usual. For example, a handful of times I've opened up Unity so I could code, the application has an update. While not normally a bad thing, my Internet is so balls-awful slow (5mbps... kill me...) that it takes a very long time to download anything.

In this instance, it isn't a bad thing. In fact, I think it's going to help a great deal. Because I'm still a serious beginner when it comes to coding C#, creating functions takes me an inordinate amount of time. This is mostly because I still have lots to learn, and most of my time is spent doing research. Not only that, but my limited knowledge prevents me from forecasting easily avoidable bugs and incompatibilities.

Keeping this in mind, building the library the way I am now is a terrible idea. I've been trying to figure out how to better structure things to reduce any future problems, relatively unsuccessfu…

Lore This, Lore That

Just wanted to give a super short update. I haven't been posting photos on Instagram mainly because the work I've been doing hasn't been dramatic in the photographic sense. No-one wants to see screenshots of notes, project metrics, or really of paperwork in general. But that's what I have to do.

I simply can't have all of the game's lore sitting in my head - it needs to be written down and organized. With lore defined in this way, it becomes infinitely easier to create concept art. This will also ultimately help create the branching quest storylines as well. How? Well, I'll show you soon enough. Most importantly, the game's story bible needs to be 100% consistent, and the only way to achieve that is to write it all down.

So yeah, I have my Evernote notebook all fired up, with my HacknPlan project sitting in another window ready to log the work. I still have a ways to go before I'm ready to proceed into the art stage, but I hope to have basic sketche…