i’m back to work – also, better schedule organization

May is here, and obviously that means back to the grindstone.

Clearly, I might be a bit shit at organizing my workload and schedule. Also, maybe I ought to be judging how much work I can put out, at what rate, while not burning out my sanity like a lightbulb. that’s probably an important life skill to get under control. there’s a few changes in how I pace my work, that you’ll be seeing as time goes by.

I’ve promised a few things here. it’s fair to get those created, so let’s get that stuff cleared out of the pipeline.

Cleared-up schedule

MAY

minor 9 WORLDs update

mostly chessboard functions, some content addition, and a few interesting system tidbits. i’m realizing I need to pace my work on this project a bit better for one very large realization. 9 WORLDS is already fucking massive and intricate, but this is far from the full percentage of all its content.

The scale of the 9 WORLDS project is linked to the scale of the related information pool at large. Given that pool of information also grows intermittently, I’m now realizing I cannot predict how long this project takes to fully build, nor can I predict its full scale.

9 WORLDS is likely to take literally years to fully finish, and I need pace work accordingly going forward. IE a marathon not a sprint.

I’ve also been fiddling around a bit with input settings within unity to try to get controller support working. I don’t fully know how that portion of the system works yet, I need to read the manual for a bit, and test some things.

From my testing so far for instance, it’s possible within the input settings, to wire both mouse input axises to both output axises, breaking the base game in such a way that no matter how you try to look around, your view is perpetually locked into a single diagonal line. If I change settings another way instead, I can break every single mouse input, rendering mouselook useless and dead at a basic system level.

So, that’s a thing and what i’m working with here. If I fuck that part up, I break the game at the basic level of user input controls.

COSMOS PURITY rebuild post

i’ve realized that a smaller prototype might be uploaded into a webplayer format, where you play it right on the itch.io page. There’s a chance this time around, that you can all get to play this mid-development version.

you’ll be shocked at how many changes and new features have been added.

there’s also a related wild card I have in the works, that takes a bit of extensive time and effort.

JUNE

GABARA’S HORSE LASAGNA work can now start up again

As stated before, in figuring out the 9 WORLDS chessboard, I figured out how certain system portions need to work, and a significant work blockage was removed. Work can now continue.

DEEP CITY: scavenger corp demo

First big piece of news. I may or may not have uncovered the previous prototype when digging around in the older files. screenshots coming sometime in may with a big fat spoiler warning.

As stated before, this project was over 50% done with a full set of prepared levels that went obsolete. Since this was my first real project, i’m fairly excited to have it alive again. That demo featuring the player hub is something I want out. Level design is my drug, and what I want to crank out here features prop/level intricacy and interactivity, that I've not been able to pull off yet. The world here is going to be way more complex, and way more reactive then you’ve so far seen it.