A check in a day keeps the ___ away(?)

by midge 14. July 2016 02:02

What I always find funny about game development, or really software in general is how much work there is that's hard to predict when you get started. Not too much of a surprise in this case I supposed, since I didn't really do too much planning. I started working on this in .NET, got bored or whatever, and started up again in iOS. I'm a little further now so hopefully that won't happen again. Anyways, to my point, I didn't think much about the menus or the initialization screen, I was mostly thinking about the gameplay itself.

Lately I've been working on the menu and the initialization screen, mostly just choosing where to put your pieces when you get started. My progress has slowed a bit but I'm happy that I'm still usually making at least one check in a day when I'm not socializing or doing something else. And more often than not just sitting down to do some work snowballs into getting a lot more work done than the bare minimum of a single check in.

I guess I'm still working towards the MVP, (I'm da real MVP) minimum viable product that is. The bare minimum I can do to make this a playable game. Probably doing single player for starters.

In some ways, multiplayer might actually be easier, because there's no AI component. My first goal is going to be simple single player with stupid AI. That's the ticket!

Screenshot of the initialization screen ATM below.


and here's a pug pissing all over the place:



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Hi, I'm Midge.

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