Devlog: How to eat and elephant

by Luke Molnar

I’ve been quiet as of late. But that is only because I don’t want to jinx the momentum I’ve created. Maintaining steady progress has always been difficult. I’ve tried many things including a video blog series, which I really enjoyed doing but cost lots of time and effort that would have been better spent on game development. I would like to revisit and restart my video blogs again in the future, but just for the moment I’ve put away my Trello boards and I’ve reverted to what worked for me. A single sticky note is all that I keep on my desktop that says nothing except the very next goal.

This method just works for me. It removes the fear and overwhelming feelings by making the next baby step clear and simple. I’m a very easily distracted person and I found putting all tasks in front of myself meant that I did a lot of work but got nothing done. All I care about is my next task and the ultimate goal of getting the game to a playable state for early access on steam.

This week I finished giving the AI the ability to break down fences when there are no paths to players, gave each character a hurt and death face, and created a GAME OVER screen, seen above.

I use git for my version control which also keeps a nice little diary of what I’ve done each week. So what I will do is update my blog more frequently with some of what these logs have recorded. 🙂 I hope everyone is doing well. This year was rough. 🤞 Here is to a better and more productive 2022.

Zorro

by Luke Molnar

On the 25th of April, my best friend and co-developer went for a walk and never returned. I’ll probably never know what happened to him, which makes it so much harder to say goodbye.

He was always there for me and I appreciated every moment with him. I’ve known him for half of my life and there will forever be a piece missing.

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