A year of stuff (2018 Recap) + Why Visual Scripting?

At this point, a 2-month recap would read something like, “I failed. a lot.”

It felt sorta like when you’ve been driving down a road for hours and you suddenly realize you’ve been going the wrong direction the entire time. I’m all about seeing failures as lessons, but the only thing you even learn from a failure like that is “Don’t do that.”

But luckily, I don’t have to talk about all that because this is the last devlog of the year, and you know what that means (I know you don’t but I said it anyway)…

It’s time! [drum roll] for the 2018 1st Annual Stonewood Games YEARLY Recap, so buckle up, bitches!
-Sorry, I don’t know why I called you bitches. You’re lovely people, I’m sure.

So, anyway, let’s put the cap back on this year’s recaps:

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Project Management, and other stuff solo devs forget to do (+May/June/July Recap)

I skipped the last 2-month recap (because I wanted to), so now it’s a 3-month recap, and there’s plenty of recapitulating to do, so in the ever so eloquent words of chief engineer John Raymond Arnold: “Hold on to your butts!”

While designing my AI Behaviour system (and after watching this video 3 times: Game Architecture with Scriptable Objects), I gained a MUCH better understanding of how to build game architecture with Unity’s Scriptable Objects. As a result, I needed to go back over everything I’ve done and rebuild it using my new understanding of game architecture. No small task, but one I assumed would come…

See, I tend to do everything 3 times. I call it the 3 little pigs method–Okay, I’ve never actually called it that before right now, but the idea’s there: the 1st build is weak and flimsy, the 2nd is a little more reasonable but is lacking in architecture, and then… BOOM! 3rd time’s a charm! So, without further ado, here are some of the ways I’ve begun to build the brick house that will become Stonewood Games’ game tools:

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