DevLog 10: Darklands


I’m feeling kinda meh about my project this week. I feel like we’re sorta behind, but because we still have a lot of time left, I don’t think it’s too bad. We have to figure out the scoring stuff for our game and that’s probably going to be the most challenging coding part for our project, but Geneva and I have a general idea of how to tackle this feature so I don’t think it’s too bad. There are a lot of art assets we’ll have to make, but I think things are looking okay for now. 

Darklands fell apart because of how out of scope their project was. There was also a lack of communication because developers didn't know how big their game was going to be. Because people wanted to keep adding features to Darklands, it became hard to make everything flow and fit together perfectly.  Instead of focusing on polishing a single game feature, they kept adding and all that resulted was a very buggy mess. The article states that there were basically 10 games in Darklands. I would have just shrunk that down to one game. I would have found the most fun feature of Darklands and made it its own game entirely. For example, the article states that character creation could have been its own game. If it was super fun,  I would have cut everything else and just focused on that. Once I know that character creation was at its best, I may THEN add some other features but make sure that they're just minor additions. 

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