I have a sword!

Small Measure of success

After the debacle of having my SSD (the one with my OS on it- of course) start disconnecting at random led to me having to run the gauntlet of reinstalling everything, frantically trying to recall passwords and resetting a bunch of others in an attempt to get back to a fully armed and operational battle station.

I did get everything up and running – was grateful to have a larger SSD just lying around to migrate to, and despite my system freezing up for a minute or 2 several times a day, I’m back in action.

Having lost a couple of days to the usual time suckage of taking care of kids and preventing my house from falling apart completely; I did have a small (but powerful) moment that got me reinvigorated and felt like a big ‘win’ on the dev front:

I thought up a game mechanic, added it- and it just… worked.

I mean, this is huge.  For the guy who seriously debated having a 3rd person game where the character (and the player) could ONLY look forward – no turning- because he did not know, or even consider that a Playmaker action for mouse look had already been made and was trying to reinvent the wheel from scratch. The dev who spent weeks (and still has problems with) getting a VR headset to fade on command – actually got something to work – and on the first try.

For all intents, I should not be so impressed with myself over a simple mechanic like this, its just a trigger zone in front of the door that plays a ‘door opening’ animation, and a black rectangle that fades the view for a sec while moving the player to a new location, in this case, a cube with a wall & ceiling removed and surrounded by a bigger black cube to blot out the sky and environs.

Now let’s see if that streak holds as I try and get my demo on Steam, 2 weeks before I’m showing my game a GDEX…

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