Ok, time to do some management. University’s just ended… only formalities are left, which means no more deadlines and restrictions, I have all the time I need, and can use every hour of every day, so let’s make sure I do it efficiently.
A couple of other game ideas ended up in discussion – a traveling merchant in post-apocalyptic world. It was Emo’s idea which is why I was keen on continuing it, but we couldn’t get it to a point where it has any objectives or final goals, so it would end up being a toy and toys aren’t that fun. As it turns Emo wouldn’t be available in the following few months, he’s got a busy schedule, I alone wouldn’t attempt to tackle it especially when I haven’t got a clear idea of the gameplay nor have I prototyped it, besides I would lose interest if I’m not working in a team, therefore I shall continue with “Battle Dyzx” for now. The primary objective is to get a (incomplete) working version ASAP.
TDD is occasionally helpful, but very distracting and slows the process, I start to feel like it better to do RAD instead of XP. Next steps will be to properly address what needs to be done and try to plan at least a few weeks ahead.
Unity has announced that mobile games tools are now free, I have to absolutely learn how to use it and start using it. So there might be a slight change of plans. The game has to be 3D unity based!
This will be the basis for the multilayer and the battle system itself
- Get a spinning disc working
- integrate joypad control
- make a server
- have two discs remotely controlled on the same server
27 May – 2 June
Dedicate most of this to the battle system,
- more physics battle mechanics
Later on start thinking about progression, how to improve the performance of tops over time, possibly without adding too many artificial numbers I would love to keep all data associated with the image only.