
DinoSWORD update! The game is coming along really well so far, up until this point the main focus was in setting up a repeatable gameplay loop. Rough was fine, but it all had to be there: setting up your roster, triggering a fight when 2 pieces collided, and smoothly transitioning from boardgame to fight and back again. That last part was crucial to the design because long waits would be immersion breaking, plus if it COULD be avoided then it SHOULD! The basic structure is now in, the game even resets and plays again at the end with no issues at all. It's important to really nail this structure before moving on because its foundational to how the rest of the game is planning to be developed. On a technical level, thinking of the Unity scene as the prototype that every other level will originate from. If I copy the base game and build from there, only to discover later that the original scene still had several issues then those issue must be fixed manually for each level. It creates a lot of avoidable development headache! Plus let's be honest, making the level, designing the path the adventure takes - those are the fun parts! But before you get to the fun, you got to do the WORK - for anyone wondering, there is little I have encountered up to this point in developing games that is LESS CREATIVELY STIMULATING then creating a functioning GRID, but getting it right was crucial to getting the chessboard navigation to function. Long story short you can't just clip the boxtops, if you want the streetsweeper you have to eat ALL the cereal inside! ( Anyone get this reference to a 25 year old cartoon? ) More updates to come!
Oh, and if you haven't played "DinoGORE" yet, it's on SALE at a crazy low price, seriously I'm making pretty much nothing on this deal so get on down before it's over!