May 3 and 4

Yesterday I built more of the map’s logic and camera set ups, but couldn’t do a whole lot today. My plan didn’t go as expected and might have to redraw a significant portion of an already simple layout. Turns out simplicity is sometimes harder to pull of than a complex labyrinth full of secrets and shortcuts.

I’m stuck on what to do, so I’ll go ahead and work on the chapter 4 map, then go back to the aforementioned one once I have a better idea of what I’d like to do. This is so I don’t get hung up on a single concept, end up hating it and delay the schedule over simple hard-headed attitudes.

Plus, the boss of this map ain’t even designed yet so it’s not like it’s high on the list of priorities.

Had a briefing with newprogrammer and settled on the final player progression, and I think it will be done by friday. It’s mostly all already there code-wise, just untested. So now that we have the save system working and looking nice it’s time we jump to that next level.

Game feels more real than ever.