more enemy grinding, this time two extra models i spent most of my day both modeling and texturing. these are going to be sent to be rigged and animated next week probably. Other than that I didn’t do much, it’s what happens when i do mostly artistic things and basically why i’ve been avoiding them as of late, since all it involves is… well, just working on one thing for an extended amount of time, which also doesn’t sound impressive for this devlog either. Next on the list is complete one more enemy type, and then integrate them once we get the animations, though there’s a big chance it won’t make the cut before going on vacations. We’ll see!
newprogrammer is still on the refactoring of the interface stuff and it looks promising so far. With this we avoided somewhat of a bad habit of ours, where we basically stop development whenever we have to revamp something, and never occured to us that we can in fact revamp systems and shit, but on the side without disturbing the actual game design; basically us the neardenthals would make the game unplayable for days, even weeks instead of making the improvements on parallel to what’s already there. So yeh, learning experiences…
as my vacactions approach all i’m thinking now is what kinda thing i’ll prototype over the holidays. I feel like experimenting like i did last year with photogrammetry environments.