2020: What the hell is happening?! Is it over yet? (Sep-Oct Recap)

Well, 2020 happened–is STILL happening. Need I say more?

As hard as I tried, I could NOT hold on to my momentum during these trying times, so a lot of time went by where I didn’t get any work done (hence the lack of updates), but I did survive, so there’s that. However, by mid-September, I eventually got going again.

About the same time I finally got going again, there was a pretty sweet unity-assets humble bundle where I got a few useful things. One of note is Clayxels. which makes it easy to create some pretty sweet models. I played with that for a while and made some rough-draft trees and projectiles.

I really like it, and may use it to make all the stuff if I can figure out a solid workflow for it, what with all the retopologizing and what have ya… which almost segues into what I got into next, which is…

The joys of optimization
–particularly memory management, as I REALLY want to have a LOT of objects doing stuff all the time (or at least seem like it). As soon as I started trying to put real models with real scripts on all these trees, things got hairy, which was expected. I knew this day would come.

Optimization is a double-edged sword. It’s SUPER annoying and SUPER satisfying. I guess it’s a little like searching for a needle in a haystack, but you know you WILL find it, eventually. It’s not hard, just tedious. But it results in things working noticeably better every time, so it’s pretty satisfying. Anyway, I’ve made some pretty good progress on that front, and am continuing to do so. I’m really starting to understand some next-level (for me) programming paradigms, so I’m feeling smart about that.

Anyway, after getting things more optimized, I should finally be able to start putting the world together and making things playable. I don’t typically work a lot in December, so it’ll probably be next year before I’ve got anything pretty to show off.

Lastly, and I don’t know how this fits with the rest of this devlog, but another (recurring) thought on my mind is that this project is impossible. And I know that. I’ve known that since the start. The problem is, if I KNOW I’m capable of something, I have no interest in doing it, so I only try impossible things. Which results in a whole lot of failure/learning (when you fail correctly, these two terms are interchangeable), and occasionally, a little success.

Other than a few bands I’ve been in, this is the longest amount of time I have ever spent working on a single project, which gives me mixed feelings, and working on it alone compounds the negative ones. Either way, I can’t stop now. I’ve invested too much. Also, it’s like, my dream. So there’s that.

All that said, if you’re reading this (or even if you’re not) and you got some kinda game-development-related skillz (with a z) in your pocket and you’d be interested in contributing to Elle, let me know. I need help. Unfortunately, I have no money to pay you. Unless maybe someone helpful gets in charge and sends out more stimulus checks (fingers crossed).

That’s enough musing on that for now.
Godspeed.

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