How do I break this to you without losing people?
Hey everyone! Quick update about the next update.
So, here’s the deal… This next update? It’s code city. I’m knee-deep in script labels, hover interactions, and PC hellscapes. And I hit a point where I realized: “Wait… I can’t keep jamming the entire damn game into these labels. One label will end up being 500 pages long.”
What started as a regular update turned into a full-on code revolution. I’ve been researching better ways to structure everything and discovered a way more efficient system using something called dictionaries (no, not the book kind—these are code nerd tools that hold all the data in one place).
Translation for non-nerds: I’m basically taking all the messy spaghetti and turning it into a sleek, organized utopia of code. But to do that, I’ve got to tear a bunch of things down and rebuild it the right way. Which means… yep, it’s gonna take longer than usual.
Normally I can push out an update every two weeks, but this one’s a beast. I’m expecting about a month to pull it off without losing my sanity (or hair). Two weeks from now I’ll still be hunched over the keyboard, balls deep in code, wanting to shove my face through a wall.
BUT! And this is important… it’s worth it. Once it’s done, the game will run smoother, load faster, and be way easier to expand. This isn’t just backend fluff. This is me building/fixing the proper foundation for the entire rest of the game, making sure all the cool features, mini-games, mechanics, and interactions are done right.
And don’t worry, I’m not just sitting around drowning in code. When I need breaks, I switch over and work on new images and renders. So progress is always happening behind the scenes. The ball is always moving forward. Just not in ways you can visualize in game right now.
TL;DR:
• This update is taking longer because I’m restructuring major parts of the game code.
• It’s going to be smoother, faster, and way more badass when it’s done.
• I’m still working every day—just on stuff you won’t see until the next update drops.
• I promise the wait will be worth it.
Thanks for sticking with me. I appreciate every single one of you.
Now if you’ll excuse me, I’m going back to arguing with a dictionary.
Comments (2)
I say, do what you think is right. If it makes the game better and easier to make, do it.
I wouldn’t even be able to complete the game if I didn’t do it. lol. The code would get so messy that you’d click on a window and it would straight lag out forever. It’s my fault because I’m still learning to code. And while it’s easy to learn and start typing up variables and such, as a new coder you don’t know what kind of questions you should be looking for answer to. Like, will this code lag my game? Or, what happens if I need 1000 more of these code snippets in the same label? lol. It’s not going to be really bad. I just have to move code around which will break the game and cause more bugs to fix for me. And I have to completely rewrite the way I was doing the point system because the way I WAS doing it is wrong. Luckily, like most things, once it’s done I won’t have to mess with it again. That’s why I have to do it now. Before I add any more systems or scenes to it. When it’s done though it’s going to be awesome. And I can’t think of another game that will do things the same way. It’ll be one of a kind for sure.
