Experimentation is great but it eventually must be balanced with deadlines and clear intentions. Which kinda segues into this week’s breakthrough.
I knew this would be a leaner update than usual, since I would be focusing on game design/direction whilst starting a smaller project with some of the code from Project BUDS. But other than a few shader experiments, my focus was entirely on the new project.
There’s nothing like seeing a bunch of people play your game for the first time to figure out a bunch of blind-spots that come with knowing your own game too well.
This week was not as productive as I hoped it would be. (classic devlog story?)
Last week I got InControl and Pool Manager 5 from the asset store and changed the way I was handling basic control and spawning.
In every single game world out there the players avatar is mechanically superior to everyone else – it can take more bullets, perform special abilities or keep playing after death. The underlying message being that the word exists to serve you.
I’m trying to make a game where that’s not the case and use it to explore themes of community, connection and individualism.