Malevolent Planet 2D - Free to Roam
Hey! Monday is already here, for better or worse. Currently my thoughts aren't very organized, as last week has been very taxing mentally and I hope that the game is in a better, more stable place right now. However, I'll try to set myself some goals for this week.
Notice: Next week it appears I'll have to fly out of the country to get a surgery for an ankle that was the cause of a lot of pain when walking during the vacation. I'll be gone for a week. Sadly, I can't trust the hotel wifi to be secure enough for me to remote into my PC from a laptop so I won't be able to do active development in Unity while I'm gone, but I'll try at least to do some planning and drawing on a graphics tablet. This means I'll have to work harder to make sure there'll be a release in December.
Bugs:
Ted, Morris, and Alberto in the post-ISA content aren't using the new animator controllers, meaning that Alberto for example will appear with his academy outfit on even though he's not wearing it. It's easy for me to fix, but I need to test that it looks fine.
Post-ISA content needs to have all light sources (Unity Light2D System components) disabled. This is done already in the ISA content, but I have some alarm light effects I need to update to use black/red overlays instead of the lighting system in the ship. The reason why I'm doing this is that it's pretty buggy and I can use fake lighting overlays. Third Crisis has for example very beautiful maps and overlay lights and it doesn't use the lighting system, possibly making it more performant/stable.
When starting the game for the first time, the player chibi appears naked for a second or two. This is a bit difficult, maybe I can hide this by having a longer fade in effect.
Content:
Plan the contents of the first mission you can go on. This is a bit difficult for me to think about right now, but I'll get into it today.
Plan some small freeroaming content, such as interactions with your crew when they are at their posts.
Design a forest map that leads into a cave and the inside of the cave, for the first mission.
Releases:
There are some websites I email with a public WebGL build of my game, they're pretty old and they started with nsfw flash games. I need to send them an email with my latest public build.
I want to maybe make another public release this Friday, because I've been working on making things more stable and more public players exposure can help with more patron support. Not sure if I'll manage, public releases are stressful because if you accidentally release a broken build, that's not good.
Marketing/Engagement:
Maybe make a poll for patrons to figure out if there's more excitement for more freeroaming content rather than the first mission. I need to be careful though, because we need to speed up on the actual story.
Post art WiP this week. Will most likely be some WiP of the map(s).
That's about it for this week until Friday I think. I'm hoping I'll get most of the above done by the end of the week, but we'll see. Have a nice Monday!
Comments (2)
Concentrate on Getting better, Pain is a big distraction and a frustrating one. Take it easy :)
Thanks for the kind words :) I will try my best given the circumstances, the more difficult part is flying back and taking the train because that involves a lot of movement. However, even though it might deduct one week from what would be proper development, I will have to release something even though it may not be as much as it could be.
