hellojed

Vermin Supreme

  • he/him

Practicing Homosexual



I'm not sure i'm ever going to finish this game, not from a lack of trying, but from a time perspective. I keep discovering game breaking bugs during playthroughs and then having to figure out what the issue is, then fix them.

It's incredibly difficult to find dedicated time to work on this, and have that coincide with enough energy to tackle development, which is just bugfixes at this point. When I do it's often this kind of progress until I reach a point where something inevitably breaks, usually something that was working just fine before but has decided to mysteriously stop working.

yeah I just found this bug where the game's main hidden thing doesn't load, the reason it doesn't load is because the game saves before it enables the object, game saving will save active quests (or just the one quest), so when the game loads in the cutscene right after, the status isn't saved and the game object is obliterated before it can be created.

Unity's scene loading/unloading has been such a headache to work around because handling states between those is just so difficult. whats worse is the workaround, which marks objects to not be destroyed on load, is an equal source of these headaches.

it sucks looking at the output of other devs, which is faster and better looking, and I continue to trundle along not having released a game in like 2 years. I have been working on this one on and off since 2017 and it feels like the end is never going to come. I'm working solo, and I cannot work on it fulltime. I wish I could, god.

on the plus side, when it does work, it seems to play the way I intended it, and I have to play strategically and deliberately otherwise you get annihilated. I still like the script and the cutscenes. Having to play it over multiple sessions means that it should be Sufficiently Long, I guess.


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in reply to @hellojed's post:

Yeah, working solo is really slow. I have been developing my next big game for like 1.5 years, mostly full-time even, and still don't quite have a playable demo. But that's how it is. Stardew Valley, for example, was in development for over 4 years, and that guy worked some soul-crushingly long weeks. I heavily recommend against overworking, though. 😅

I can definitely relate. I've been making games for twenty years now, eight of which were done professionally. And even though I've worked on some truly massive titles, my problems never seem to get any smaller over time. On the contrary! But what I can tell you is that the most important thing you can do is never to give up. Even a small river can cut a large mountain in half if given enough time. ♥

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