Better Late Than Never (March Recap)

I spent March doing quite a few things in the wrong order, which is just what happens sometimes when you’re a solo dev. I started by writing a game design document for Dealers of K’Torn, half of which STILL hasn’t made it to paper. I know, I know you’re supposed to finish that before you do anything else, but I like leaving parts of it floating freely through the aether for a time, so they have more freedom to evolve. (Not that they can’t evolve once on paper. They can, and do, just usually not quite as freely.)

After that, I just sorta started slamming systems together, one after the other, basically in gameplay order. Not very strategic, but it kinda worked, for a while. In just over a month I’ve managed to get all of these implemented:

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New Game Announced! (+some FREE assets!)

This is the first 2-month recap of 2021, and I’m happy to say it’s also the LAST (gasp!)…

Because I’m switching to 1-month recaps! And maybe (definitely) even the occasional indie-dev article!

I’ve taken some time to evaluate my shit, and I’ve decided to flip it AND reverse it, as a supa dupa fly sista once said. I’ve put the impossibly over-scoped Elle on hold and started a whole new project that I’m pretty excited about. It’s called Dealers of K’Torn – just your typical drug-dealing medieval fantasy, but more on that later…

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End of the-year-that-shall-not-be-named Recap + Operation: Optimization-Complication Amelioration

Unfortunately, there really isn’t a whole lot to recap for this, the-year-that-shall-not-be-named. Which isn’t to say I didn’t get anything done, I actually accomplished some pretty important stuff, most of which was optimization.

I mentioned last devlog that getting a whole island’s worth of stuff running was causing optimization problems, which wasn’t unexpected. I had a little over 1300 tree objects all running random timers that then spawn some other object (leaves, fruit, etc..). It was eating a ton of memory and killing the frame rate.

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