Feature complete and rework of tech


Deep space dread was my first larger project, still with a small scope of a 5-10 minute play time, simple mechanics and a short story.
Oover the past year i have spent a good amount of time on the game. First of all the game has reached what i consider feature complete:

  • You are able to reach the end, select one of 3 options and escape, all while a creature is hunting you and reproducing. 
  • Limited combat, stealth and interactions with the environment.
  • A creature i am satisfied with.

During this project i have spent a lot of time getting to grips with principles and techniques of coding, game design and art.

My current blockers to release the game fully is finishing up a technical rework of how interactions work. Why did i bother fixing a system that was not broken? Because I, like many, am  a dummy. Protip: Dont fix what is not broken. Work on it for the next project instead!
But as i am now in the middle of fixing my mess, i still believe it is the right choice down the line as i will hopefully be able to reuse it.

Other than that i am still left with my three next biggest hurdles: My main menu, the end screen and the game world art. 

One of the biggest issues i have struggled with, and so i believe many others do too is the feeling of "i cant do that. i am not X or Y". In my case that is a artist. But as soon as you jump out into the things you fear, you soon find that you too are able to do something. a ugly drawing is still a drawing. the worst drawing you ever make is the first one, and it can only get better if you really try. The same goes for games. This is not a masterpiece, but it is one of my first ever games. Most likely this is the start of a great journey!

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