April 21 and 22

Yesterday was hell day where tools were breaking (thankfully not related to this project), fucked performance issues that mess with the game logic (sadly very related to this project) and adjacent issues that took up most of my time and couldn’t finish the map I’ve been working on. It was bad, but at least it ended on a fun note. Just playing elden ring with newprogrammer until a bit past midnight.

Today I did manage to wrap up the map except for some logic (keys and battle zones), so I’m gonna do that next monday.

Seems that every map will take me little over two weeks, not including polishing (texturing, modeling props, lighting passes… but that’s quick in comparison).

I’ve updated my internal estimates based on that and I’m pretty optimistic, providing we can fix the performance shit. That and how long it will take to design more enemy types and bosses but that’s all done in parallel on newprogrammer’s side.

I have five more maps to go, and one of those is rather small and not an actual level, so that’d be 4 big ones left. Assuming all level design and polishing is done in the next couple months, I’ll take a wild guess and say boss and enemy design will be the focus for the rest of the year. Who knows what will happen during that phase.

Happy weekend!