I am a CSU IST graduate. I love gaming, movies, music, and anime. I like to write stories. I'm learning Unity3D. My PSN is Vahsol. Creator of Shoy Schot!

Report RSS Shoy Schot! nui Sunday Report #10

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Sunday Report #10

This week I took a break from working on the game for the
first 4 or 5 days of week. The reason is part because I needed it, part because
of laziness. I hadn't taken a break from this project since mid-summer and
since I started working on this project seriously in Late May/Early June, I
haven't taken a break longer than 1 day. I needed to recharge.

While on a surface level the game barely looks any different
than the last release or even the first release, I have put a lot of effort
into making it polished and fun. My original scope for nui has long since been abandoned.
It was only going to have the base version of the 5 new modes and some
refinements to what was already there. It was going to take 2 months tops.
Since that original plan, the scope has exploded. It's hard to say exact how without
giving some stuff away (and I like to keep these short, short-ish), but for
example the original Endless Tower mode was only going to consist of what is
now called Endless Tower [Standard Mode] and a Top 20 record. The current
Version of Endless Tower consists of 3 modes, records for 2 of them, over 50
death responses, and secrets. Another example is Arcade Challenges. Originally,
it was only going to consist of 10-15 challenges and now it consists of 40. I gave
that treatment to everything-old and new.

On the surface, I know it looks modest, but I've put a lot
of serious work into it.

I was burnt out and tired and laziness was also a big factor
in this break. Excuses are still excuses.

Anyway, the week wasn't a lost. While on break, I designed
and finalized the new Interface for Clementine as well as getting the new rules
and gameplay some serious thought and design. While, it's still going to
release as Clementine, I've been referring to this version as Clementine MK.
II, because it's a lot different than what's in the demo (while still retaining
its original concept).

I'd also carried on work the Secret Thing the past few days.
Honestly, I hit a bottleneck with that like I did with the Tutorial Mode. It's
too big to cut and in my opinion too awesome, so it just needs to get done.

So, that's all for this week.

Seeya next week.

END~

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