it was a good year

so this is technically my last work day of the year, i’ll still be on the lookout for general company stuff but from tomorrow it’s vacation time. I want to do like a longer post looking back at the past 12 months of non stop hustle to get this project going, but that’s gonna be once i have my ideas sorted out. I can safely say right now that it was all pretty good, lots of learning, getting the feel that we could have been here way earlier had we known what we were doing but hey, you learn by actually doing shit, not endlessly planning… you plan when you know your shit, it’s called pre-production and pros know about that.

but anyway, it was all good stuff, save for health scares and constant despair due to being still rather new to 3d development what we did here is nothing short of fantastic, and i look forward to 2021 since it’s gonna be the year where we focus solely on game content, now that our tool chain and features are locked in.

today i wanted to test the whole level but i rather leave this to january kiririn fifty one cause it’s gonna be worse if we stop working knowing the whole thing can’t be completed (with the temptation to keep working), so it’s better to just wrap up our current tasks and get some rest. What I did do however is model and texture a couple new props and link the new pieces of environments to the rest of the map and with the boss cutscenes, which all work properly save for one of the movies that was acting up god knows why. I hope this isn’t going to be a thing moving forward, cause i’m banking on timeline for a lot of shit.

newprogrammer finished the new character menu using a separate scene i made for all of it, and save for some funny bugs it looks and works great.

i wanted to stop having the weapon selected and began clicking everywhere, leading to this funny issue.

but yeah, good stuff, i’ll make sure to write down the wave of ideas i will come up with when i’m away from this.