​ Day 3 - Bitter reality


(Covers day 3 only although half a day late again)

Many hours of the shader nonsense detailed in my previous entry bled into day 3 too.

Afterwards, I finally implemented display of objects/entities with sprites, and movement with collision detection (but not with walls yet!). There will be multi-tile objects and entities too.  I'm shocked that how long something so simple took me; I reworked the code multiple times.  It's humbling; I thought I had experience coding RLs, but clearly not enough if I couldn't get that right easily.

I spent a few minutes on Schemat too, but not enough to progress. Only the most basic version of it could possibly be done in time to be used, and it seems unlikely.

That was an exceptionally boring devlog, so instead, time to take stock.

I'm so focused on whatever I'm working on, and see only the nonfunctional skeleton of the game that is, that it's becoming hard to remember what the completed game is meant to be.  It requires effort to imagine it emerging!

So far, most of the completed features are bog standard and unscreenshotable RL fare.  (Many 7drl games start with all of this already written!)  It's alarming that of the features intended to set Portlligat apart from other RLs, the only one implemented so far is the crafting interface, and that's still just an interface**.

Looking at the Trello kanban board (six fully completed cards day 1, three on day 2, one on day 3) on day 2 we seemed OK. Now I can see the slip.  But I think half the actual tasks needing to be done are missing from it! And without time estimates on cards I don't know how far off track we are. (It's still helpful though. Never used kanban before.)

Now for some optimism:

Of those 3 days I think I've only spent ~1 day on the "actual" game if you exclude time spent reading docs, wasted on shader fluff, and picking through code from Slumber (a way of refamiliarising myself with Godot), therefore I still have almost all of my contribution still ahead of me!

**As of day 3 :)

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