Taking Stock

Technical Design
No matter what I do, loot will be a huge part of **The Game, so I’m working on getting items up and running. This includes; item database, generating items, spawning items, player inventory. I can’t until you can kill an enemy and see loot dropping. That will be a nice day.

Taking Stock
It’s been about two months since I started working on the game formally known as Project Ever. I can’t say that I’m happy with where I am. I can say that I’m happy with what I’ve learned, and very happy with the decision to move to an existing engine. I’ve definitely settle into a habit of sitting down and working every single day. Most days I look forward to it. Other days, I start off by blowing things up in Just Cause 3 for 45 minutes before I code anything. I need to remember my design edicts, ESPECIALLY number six.

  1. Figure out what FUN is and make it rewarding.
  2. Make the FUN competitive, and let people compete.
  3. No fetch quests. These are not FUN.
  4. Have lots of guns, really hundreds.
  5. Drop loot from the enemy that awards it.
  6. Breadth, then depth. Iterate to add depth.
  7. Loot must change gameplay, must be interesting.

Because I’m constantly learning new things in Unity, I’ve gotten into the habbit of building something, finding out a better more ‘proper’ way of buidling it, then rebuilding it. So maybe the way I did it isn’t how it’s ‘supposed’ to be as far as Unity is concerned, well too bad, keep going. Fix it on the next pass. I’m guilty of this as recently as this weekend, when I ditched my orignal inventory system to rebuild it with a little more flexibility. Sure, it’s better, but it’s also no longer done.

This is my first big game, so I’ll cut myself some slack. We’re in pre-production, and things are changing constantly. Keep going, move on. “Everybody’s coming back to take stock of their lives. You know what I say? Leave your livestock alone.”

** Tough to think of a name…