Design nailed down and a clean repo

So after X many years working on my hobby project in my free time, I have finally nailed down the design of what the overall goal is, what the player does and how the world is explored. Yes it has taken a long time, but this is something I have been working on at home, on top of my normal job with real life kicking in (have I told you that being a human being can suck?) and I wanted to get it right whilst also being something achievable.

With the game being a Stealth game, a combat game, a JPRG, a stealth-jrpg, a point and click stealth game and every combination of what I just listed, it means the repo and code base is a bit… lackluster. It has suffered code rot and is all very hacked together and prototypey. And my motto is, prototype code does not make it into production code. So that is waht i am doing. Starting from scratch. It sounds like a bigger undertaking than it actually is, it will probably take me one evening to get the “core tech” in.

I also realised that I have been neglecting my blog quite a lot and been saying I have been gonna do this tutorial, have a look at this shader, etc, etc. Like I said before, real life happens, so I am going to try and record it in a Tom Francis esque way (need to find a webcam from somewhere though) or at least document how I do things on the blog. Either way i will try and broadcast on twitch.

The game will be made using Unity and Tiled. I will be using Tiled in a similar way to the way I have¬†written about previously, but instead of using 2D toolkit I will be using pure Unity 2D, which I have not used a lot so yeah! Let’s see how this goes!

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