IT COSTS 400,000 DOLLARS TO FIRE THIS GUN FOR 12 SECONDS Or: how small steps slowly build up into momentum.


I got some shit DONE today.

I made a title screen and a text object using Text Mesh Pro.  And the title screen itself is such a placeholder asset that “placeholder” doesn’t even begin to cut it. All I can say is that if Rob Liefeld drew a stick man, the title screen is probably what that would look like.

More importantly, I managed to take that blank “PlayerStatScript” and use it to initialize some variables. And that made me feel really fucking good. 

So much like loading individual bullets into a ludicrously large magazine just so you can hold down the trigger and BRAKKA-BRAKKA-BRAKKA your way through some zombie cultist cyborgs, taking these tiny steps forward is helping me to get back on the road to working on this project more diligently.

And now that I have all of these variables in place for the Player object...I can start experimenting. I can test components in the UI to make a character selection screen, and I can test updating the variables themselves from the Unity Inspector to...well, modify the UI. And as much as that sounds like a masturbatory zero-player game, that’s actually a huge step.

If I can get the game to display a UI showing that BLOODFART THE INCONSOLABLE has 50 HP, 20 Strength, and 30 Pouches, that means there’s a way for the player to track that as they move through the levels. It means things can be modified within the game and they can be checked on the fly without the Unity Inspector.

And it means I can take time away from working on that portion in order to focus on other aspects. Making the level generation systems, items and inventory, and even coming up with enemies. 

As I continue to take steps forward, I feel more confident. Going from crawl, to walk, to run, I guess.

More to come tomorrow.

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