Summer Recap: Mo’ mentum, Mo’ problems

Summer always slows me down… Here’s what I did:

Got to the end of the whole systems-building shabangarang:

Started putting systems together to see how they worked (Spoiler: They do!):

Next, I’ll keep adding systems and tweaking and adding and tweaking until I’ve got myself a nice proof-of-concept for all my tools. Sweet.


Laziest devlog on record.
Thank you. Goodnight!

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How can you have any pudding if you don’t eat your meat? (Mar-Apr Recap)

My most read post is a post entitled “You’re-doing-it-wrong (common indie dev mistakes to avoid” -probably because of the somewhat inflammatory title. More accurately, it would just be called “Things I was doing wrong, that you might like to know about, so that maybe you won’t do them wrong too” but that isn’t quite as grabby, so here we are.
Anyway, I do a lot of things wrong, so I come across this shit all the time. Thus, I have decided to make it a recurring feature of this devlog.

This episode (are they episodes?) of You’re doing it wrong is for those of us who ‘wear many hats’ (as they say) in our game development journey. I’ve seen a lot of devs, especially solo devs, talk about how regularly changing up their current role (programmer, artist, etc..) keeps their work fresh and helps them stay motivated.
I, too, have made this claim…

Read more…

I’m still here (Jan-Feb Recap)

It’s time for another recap so here it is.

There’s not a lot to say, but there is a little, so I’ll just come right out and say it (it’s always funny to me when people take the time to tell you they’re going to ‘just come right out and say it’). I’ve been busy the last two months rebuilding every system using my new visual scripting workflow and as a result, every system has become more robust and much easier to use. In fact, I had a whole lot of time blocked out for writing editor scripts, but for my purposes, the visual scripting has eliminated that need.

In other news, I’ve started clearly defining my work time, so that I know exactly how much time I spend working (or not), which makes it quite a lot easier to plan ahead. I can say with some confidence that I will make the trasition from just building systems to actually designing the game by summer. Which is pretty exciting if you ask me.

Momentum is real. Keep going.

That’s all I have to say about that.