Struggling a bit

Planning and Development

I’m spending time here and there working on Codex Magnus but I’m honestly struggling a little. One issue is that I’ve started playing DDO again and that’s a major waste of time (of which I don’t have much) but more than that I am having trouble deciding how to move forward. There’s not much to the game as it is so you would think that picking a feature to add would be simple, but for some reason it’s not. It’s like everything that’s left to do is so big that I’m having a difficult time figuring out how to break each piece into manageable chunks. Here is a partial list of things that are left to implement:

  • Battle system
  • Inventory system
  • Dialog boxes
  • State management system
  • Save/load games
  • Dynamically loading/unloading map chunks
  • Map ports (for interior locations or moving from one major area to another)
  • Lots and lots and lots of art

I’m sure there are even more things I’ve left off this list but that’s plenty. When I look at an item like “Battle system” it’s difficult to imagine how to create a very first step, much less a finished product. Plus I’m still fighting with Phaser a pretty good bit. I still believe it’s just my lack of experience with real software development but looking through the examples for Phaser 3 and going through the documentation can feel like falling into a black hole. Specifically, I’m trying to figure out the plugin system. The Phaser documentation says it’s really powerful and useful, but so far it’s been mostly a headache for me. I’ll keep plugging away, but it’s frustrating how slow the process is.

I have a new version ready to go but have been lazy about releasing it. I’ll really try to do that this weekend, and maybe doing so will get my motivation back to where it needs to be.

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