Eve DevBlog 46: Surface Tension
It’s been an odd week. It kind of feels like almost no time has passed at all since the last DevBlog update. Being inside my head sometimes is like some kind of reverse Narnia where I spend what feels like…
It’s been an odd week. It kind of feels like almost no time has passed at all since the last DevBlog update. Being inside my head sometimes is like some kind of reverse Narnia where I spend what feels like…
There’s a lot to be said for superficiality. The more programming work I do, the more often I find that it’s easiest to start with the outside and work your way in, rather than build a scaffold towards a nebulous…
Okay! Time is kind of all starting to melt together into one undifferentiated mass in my mind right now, which is a sensation I associate with productivity, so it may have been a good week. Let’s find out! Item 1:…
So, as implied by the last update, right now I’m taking a hard look at what needs to be done to get this game into an alpha phase: Getting everything so that it works on the most fundamental level, ready…
In all honesty, I just now was lying down to sleep and remembered that I needed to write something. Fuck. It’s like that dream where for reasons you don’t understand you’re giving a presentation on a subject you haven’t studied…
After how quickly and intensely I progressed during TIGJam, this week felt like a slog through molasses, but looking back on it things actually went pretty decently. I’ve got a basic menu system implemented now, which isn’t much to look…
TIGJam went fantastically and I got a ton of work done, but now I’m back home and trying to find a new rhythm to settle into after the jam. It’s not made any easier by the sun abruptly noticing it’s…
Here’s something that sucks: The people who are closest to me, the people who I’d most like to impress and astound with my work, they’ll probably never be able to see it the way that other people do. Because I…
Had a couple of off days this week, but made up for it with a run of programming days that ranged from okay to great and some solid writing progress. I’ve been working on figuring out animation issues, which also…
Well, I’ve finally fixed the collision code to a point where it is, if not release quality, at least decent enough that I don’t mind leaving it like this for a while while I work on other more interesting challenges.…