DevLog 19 -Toenail
A fresh beer sits next to me while I’m writing about the progress of our turn-based, dungeon-crawling combat game Paul. The world of Paul keeps steadily growing. I am trying to not getting myself lost in all sorts of details. The world is being built everywhere at once, gradually becoming sharper and taking on clearer shape. A few particle effects here, a bit of sound there, and improvements to individual snippets of code. Attention to detail is a great way to lose track of the bigger picture. It’s easy to spend half a day refining a visual effect without being 100% sure it’ll even make it into the final version. It’s like drawing a picture, or rather, a character. You don’t want to spend a whole week perfecting a toenail, shading and modeling it in detail, only to realize two weeks later that the character should be wearing shoes. And so, last week was once again a wild ride through different disciplines. A couple of new rough enemy animations were created, more sound effects were added, and two new levels are almost ready. So lots of small things, and no single, shiny, monolithic “toenail.”
Version 0.0.3 around the corner
In the next few days, I’ll upload version 0.0.3 to itch.io (though I want to test it a bit more).
Well, the beer is almost empty and the dev log is done.
Have a great week, and I’ll let you know as soon as everything is online…
Tobi
