Nov 26, 2011

It's about time I get focused. Distracting side-projects are fine once in a while (working on making debugger icons of controllers), but some things should be left out until later. I'm talking about enemies. I keep wasting time trying to program enemies, but not everyone wants to use the same enemies. What they want from my engine is a working old-school Belmont, room transitions, and breakable objects. As nice as sprite garbage is for nostalgia's sake, it's also unnecessary (and one method I used last weekend slowed the game down so much, I had to scrap it). So for now I will focus on the game mechanics and put the enemies and graphical touches on hold.

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