Day 2 and 3 - Take all the donuts


We had a good plan. Something like: get as quickly as possible to a playable state, so that we could test the core game loop, make drastic decisions, and work on balance and content (we need lots). We seem to have lost that plan somewhere. Maybe it fell in the shredder amongst the employee holiday request forms. And I don't believe I even *thought* about our design doc all day, or saw it since a month ago. Dreams are forgotten to the waking reality of a workday.

Well instead we fell back into old habits: first work on whatever UI seems the most difficult and preferably the least important to gameplay. Inventory management? Maybe that actually matters this time.

I put off the Day 2 devlog so long I had to skip it. Probably would be the most boring of the week anyway. Much time spent learning more about Godot UI (Control nodes), something I've avoided for years since Seilburg usually does most UI. Complicated. And then I studied themes. Also complicated. And then I tried to retroactively theme some of the UI and make it more resolution independent (which we failed to do last year). Ugh.

Day 3 though was much more delicious. I drew some small graphics to add the first few items, most importantly a box a donuts, and tag-teamed with Seilburg on the item interaction and inventory screens. Hours more burnt polishing UI and fixing lots of bugs. We added a watercooler and a computer for item identification. (Those inscrutable components are all photocopier parts.) You can even pick up and drop items. There are 15 donut flavours. Your coworkers are still too lethargic to notice and rush around the box, but that's OK, they won't yet stop you swiping the corporate credit card either.


But 3 days is nearly half a week! This is not tracking our estimates. Day 4 had better be all about deliverables!

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