It’s been over a month since I got back from Borneo, and there’s been a lot of catch-up at work and around the house. Plus, I seem to have picked up a new hobby (macro photography of local bugs), so I have a plethora of excuses for not getting back to work on the game right away.
Excuses, but not reasons. I think, in reality, I’m hesitant to jump back into it because I finally got it to a state where it actually looked presentable. I mean, not as a game, but at least as a work in progress. As soon as I recommence work on it, I’m going to have to take it apart again, and that means making a mess that I *just* got finished cleaning up, that might not be “clean” again for months.
I realize that’s all nonsense, but that’s where my mind is right now. I’ve been putting it off for too long, though, and so I’m upgrading Unity (looks like there was a major version update recently) and biting the bullet: time to get serious again.
So where are my priorities?
- Fix all of the inevitable broken bits that come with upgrading to a newer version of Unity
- Implement some sort of in-combat dialogue system (along with a way of determining which dialogue to use when; I want the combat scene to be completely modular)
- Bring up some sort of character stat screen from within combat (in case you want to check stats/weapon specs/etc; I think in order to keep it simple I’ll be preventing the ability to swap weapons/armor mid-combat)
- Start working on the “full version” of the character stat screen, to allow you to level abilities, swap out gear, and view other information. This will be used during the “down time” scene, which should be the next major phase of the project after combat.
But first: coffee