Coming Out of the Fog


Well, COVID kicked my butt. I'm very thankful to be over it, but it has put some major dents in my plans/progress for this project. For this update, I mostly just want to talk about plans going forward, and readjusting my timeline.

I am not where I should be at 6 weeks into the development process, and I really am just going around in circles with a lot of my progress. Swapping back and forth between 2D, Hand drawn, Pixel Art, and 3D for 4 weeks didn't help me at all, and every time I make some progress, I just end up hating what I did and starting all over... That being said...

I HAVE 9 WEEKS TO COMPLETE THIS GAME.
So, I'm going to organize myself into three, three week, sprints to nail this thing down. No more doubling back on things I have completed without extensive feedback from others.

SPRINT A - ASSETS & VISUALSSPRINT B - SYSTEMS & NETWORKSSPRINT C - TESTING , ADJUSTMENTS & FINALIZING
Character models (2 Base)
Character Rigging
Hitboxes
GUI Screens
UI Components
Stages (3 Options)
Move Sets
Frame Data
Character Animations
Online Capability
Rollback Net-code
Online Testing
In-Person Testing
Hitbox and frame adjustments
Publishing / Website

This first sprint will be heavy on the front half, as I need to spend a lot of time catching up after my COVID setback.
I acknowledge that this is a lot, especially for one person, but I KNOW THIS IS POSSIBLE IN THIS TIME FRAME (I've done crazier).

While I know it is not ideal, I do tend to have a fire lit under me when the time gets crunchy (I blame my non-neurotypical brain functions on this one). I also plan on doing a lot of my work "publicly," whether that be in a setting with a lot of people around or live streaming to my servers on Discord. I think this will help fan that fire a little bit more.

Next week I plan on having a much more substantial update that will hopefully include some pictures.


Note:
I still don't know how I feel about the name change...
Succu-lance?
Flora Fighter?
Chlorophy-ter?

Get Flora Fighter

Leave a comment

Log in with itch.io to leave a comment.