What comes next
Happy new year, glad we made it to the start of another revolution around the sun.
First, I haven’t been getting much feedback from my latest build of the anomaly game, but I think at this point I can call it “complete” since everything seems to work as intended, and was meant to be a small little project, so it’s okay calling it good here. There was a lot of good things I learned from it, but I think the biggest one was learning to keep pushing forward, even if it doesn’t seem like my code was very efficiently ordered. I literally had the majority of my code just in the level, with a smaller script just for anomalies. It might have been easier to work with if I split things off more, but I didn’t want to spend time refactoring for what was ultimately a 10 minute experience. So keeping a small scope and making it to the finish line were my biggest takeaways.
I’ve got another little course I’m learning from now, and I really want my next project to have substance. I’m going to be learning more about procedural generation stuff, and I think I’m going to also learn about voxel stuff too and use those together. Not going to make the next Minecraft, but I really liked Cube World, including the version that ended up on steam. So maybe something more like a lite RPG in a generated world. Animating voxel characters looks a lot easier than other types of skeletons, too. So, that’s my plans for now. See you when I see you.
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