oh.
anyways will you do it?
uhh idk
dang you’ve worked on this project for almost 2 years
is there like a game link or something or is it only a google doc
tbf it SPANNED across 2 years, not 2 years of constant consistent grind if that changes anything
both
neato
does the fact it’s not 2 years of constant consistent grind change anything
not really, unless you’ve worked on other projects during that time
i think i also have:
- another story i’m working on (was also lazy)
- school (i’m still a student
)
i wanna add premade chat to this game
omfg i’m overwhelmed with what i have to do, which is A LOT:
- weapons (full recode, models, equip)
- inventory
- levelling system
- quests
if you’re overwhelmed, then try to do them one at a time (unless they require another feature to be added)
i also have to worry about how to handle clashing ![]()
i might just disable any clash interactions for all spells, as in they all phase through each other (your blast abilities can’t get destroyed nor destroy (by) other spells)
maybe like
give every projectile spell a base clashing power number of 1 that is influenced by various things.
not a coder tho, no idea if it’s a good idea.
2 reasons i’m against clashing:
- blocking should be prioritized over casting a spell
- clash logic is gonna fuck with me
alr then phasing it is
fuck, this project might be a waste of time ngl
- yes
- no
I know projects can seem like a waste of time, but most, maybe even all are not.
They give you the skill to create something better after said project is your own definition of “done”
Even my AA spin-off seems like a waste of time, but I have actually learned a lot from it, e.g., buffers for networking, using symbols for non-recreatable string keys, and so on.
Unless you are fully aware that you are unable to learn more or have no idea what else to do, then there’s no real reason to stop the project.
Though that’s my personal opinion, you should decide for yourself.
EDIT
Adding onto my “not knowing what else to do”;
There are different aspects of game development, you could either do scripting, animating, UI design, building, and so on.
You could have no idea what to make in one of these aspects, but have ideas in others. If you do the other ideas, you can potentially come up with ideas for those you didn’t have before.
e.g.
- building an arena → coming up with a gladiator weapon idea
- creating gladiator weapon → coming up with gladiator armor idea
and so on.
EDIT 2: Electric Boogaloo
This is not directly related to the main part of this message, but it is still very important.
If you are overwhelmed with the amount of things to do, put a majority of them on the backlog until you have worked through the reduced amount of work. It’s very easy to be overwhelmed in game development, I know the feeling, which is why I’ve adopted a to-do list where I can set:
EDIT 3: Another one
Don’t rush development. If you have your personal life, then don’t push that aside to work on a game; it’s never worth it.
You will burn yourself out significantly faster; it’s better if your focus isn’t entirely on development.
My very quick review of the game.
- It feels like a sandbox at the moment, which sure, makes sense.
But it feels… incomplete in its base nature by being a bunch of features thrown together without a real connection (if that makes remotely sense) - The animations feel off in the sense of being sluggish, the player’s base movement animations are just the classic animations, but that’s fine for this.
- The weapons look awesome, but they lack their awesomeness in their abilities. I tried the equinox axe whatever its called, and it just felt.. eh?
- In the sense the attacks are just like normal weapons, not that impactful.
- There’s not any tutorial clearly visible in game, a popup at first spawn would work fine just to show what the player can do in the sandbox environment.
Otherwise, pretty good.



