My resolution of two to three day updates was nice, but I think I’m running out of points to bring up so I may bump it up to at least once a week and then start posting more frequently when I have more to offer. A May release is starting to appear unrealistic and in turn I’m shifting more focus towards development as to opposed to fun little series related trinkets (what little focus I had anyway).
Why is a date important? Because if I don’t have a date I’ll get lazy and distracted causing me to lose focus on what is important and in addition to that, there’s no telling what unknown variables could pop up before that date on a series that is currently unestablished. I don’t want any idea I felt was unique to the game appearing somewhere and I don’t want some movie about a goofy fox showing up in the movie previews. Using QTEs mid-game still feels pretty unique but so many games do it I can’t even tell anymore. Not using buttons in them helps towards sort of a new identity.
Being driven by paranoia isn’t so bad!
This week I plan on starting my collision/physics engine. This is my first steps towards the environment of the actual game. Originally the plan was for the collision system to become very interactive and dynamic. I’ll post on how that’s going this week.
Sounds wise i think. About physics, I am not sure what you did with the wooden crates in The Tandem Tales battle mode, but they looked pretty good and stable.
Yes, I guess objects did look pretty good.
(As long as they were in the air)
I’m not sure how much I’ll be resorting to fake physical responses again.