Slaying the Doubt Demons
This week was the first time I've truly hit an internal wall regarding this game. After a week of purely focusing on art, the idea of returning to the drab, expressionless world of programming became a little daunting. I ended up taking three days completely off, growing seeds of doubt all-the-while. Luckily I've been here before. I can tell when the mind is trying to steer the ship away from what I want just because it's getting difficult. I opened Unity and started playing Momentous.
That's literally all it took to right the course. "That's hindering movement," "this graphic will be great here," "there should be a pause screen." Thoughts like these led to me designating the rest of the week to player experience. I fixed the hitbox wonkiness, I smoothed out moving and attacking while airborne, and a few other quality of life tweaks that hopefully make the game feel better to play. This momentum shift happened purely cause I cracked open the game. I put my foot inside the room. I got the ball rolling. That's all it takes to slay the doubt demons, especially when they are just beginning to bud.
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Momentous JAM!
Momentous is a knockback based 2D fighting game with a heavy focus on player movement
Status | In development |
Author | Coach_Butters |
Genre | Fighting |
More posts
- Pre-launchJul 24, 2020
- Fighting Games Need OpponentsJul 17, 2020
- Approahing a MilestoneJul 11, 2020
- Making it My OwnJun 26, 2020
- Finding a ThemeJun 19, 2020
- Organization and ClarityJun 12, 2020
- Initiating Sequence...Jun 05, 2020
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