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 transition 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.

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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