I spent most of the day socializing with my fellow gamedevs rather than actually getting any work done. One thing that became clear is that I am not sure what game I am making, because as the ideas flowed, I didn't have any clear guidelines to say "no that doesn't fit this game, because...". It was just like, "well, maybe... doesn't sound right but, I dunno?" Going to have to think about that some more in the future, but keep focusing on the stuff I know the game/engine will need from a technical side for now.
It sort of feels like it was a sidetrack, but perhaps a sidetrack that needs to happen every so often. Like, what the heck are you building?
There were a few small concrete tasks I did complete:
* I use the broadest definition of realistic here.
** They have the answer to the question of "is the player character a dick"
*** OK, not this bad. Maybe we can skip the bridge. Never skip the bacon. ****
**** And I don't even really like bacon that much. I mean it's OK, but I'm not like "BACON! WOO!" or anything.
Worked on an old prototype I had lying around. Might try and finish it for the 'finish your game' itch.io jam...maybe.
It's what can be described as a bit buggy, but I've got the painting working in the map editor.
The brush position is wrong but it kinda sort works.
The key mechanic I started to implement doesn't fit with the game I want to make, so I am removing it. The key will act as it does in the original "One Room Dungeon."
Today I don't have anything finished to show off. I have lots of little things I started on which will pay off later.
gonna add some spikes, at this point i can start getting the menu ready, some basic ui and levels
couple of bigs to fix tho, no biggie