Been sleeping most of the last week again, only just started to be able to actually get any work done on the March 1GAM again. Going to be submitting it before the deadline as I’ve got to travel for appointments so now have five days to make something playable.
I’ve decided main priorities to get the build into some sort of basic “playable” state, though it still really won’t be much of a game, are:
> player controller based on camera input
> design and model some basic plants, both generic and hero “plantable” types
> hero types have multiple stages of growth
> player can collect and plant cuttings
> individual planted pots’ logic for their cuttings growing
> “next day” trigger to continue progress
> plant growth progress dependent on being watered and where they are placed (some need sunlight, shade, greenhouse, cold, or dark areas)
> basic GUI tutorial/prompts telling player what can be done in the build
If I get to return to this game project of course I’d love to build a cozy and convincing little town with NPCs, and have the game include information cards for the plants, and an expansive set of environments to explore. One day. <3
Making sure the cuttings are the right height for the player to grab with one of the animations.
If I continued development on this game I’d scrap the three “grab cutting” animations, I’ve got something else in mind for collecting them.
Asides from making some of the stand-in plants today, I’ve been progressing on the scripting for the planted pots.
I’m likely going to be sleeping the majority of the time for at least the next couple of months, but I’ve decided not to stress about making super gameplay oriented games each month.
Long term goals, I want to find work as a 3D generalist in a small studio, or a rigging TD/tech artist in a studio that requires me to specialise. So I’ll be pretty happy if I can find the energy to focus on learning to make more professional assets and integrating them into simple games to better learn how different cases SHOULD be made to suit a game engine and for best optimisation.