Thursday 10 May 2012

Earl's Musings: Making Shield High

My thought process right now: This has gotten too easy.

I'm doing work on the third plot of Shield High, and despite it being a practical cluster fuck and three plots in one, the work load seems way, way too simple. It's all the exact same stuff I was going before, maybe a bit stream-lined now, but it seems way too easy. I'm really not sure what this says about the situation. Am I missing something? Or maybe I've just gotten really good at this now. Point is, in a good day of work, I can make a TON of progress now. Which I couldn't do before. It's strange. Now I just have to stop being tired every time I consider doing work, and I should have an entire plot done in no time flat. Expect the first half of the plot to be functional by 0.24, and by 0.25 you'll probably have a fully working plot. Which is weird, cause I thought it'd take a lot longer, but now that I'm actually stuck in, the project is seeming a lot less daunting.

There really wasn't a lot to say on this point honestly, I just felt like sharing that Shield High is easy to work on now, should be seeing more programming done per update, though I wouldn't expect a lot more content per update, as there's only so much of that I can do per week before I mentally exhaust myself. In conclusion, get excited, cause Shield High is going to be shaping up mechanically much, much faster than I had previously anticipated. And once the mechanics are done, it's just a matter of filling the gaps.

Hope you're all doing awesome, more news in the coming weeks.

Pudding Earl

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