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Day 16

Done today

  • Printing the reason why the mission failed.
  • Managing “negative” mission objectives (i.e. failure on a specific condition, like time-out).
  • Added (and managing failure) on a “Complete in X time” mission objective.
  • Current mission objectives status properly refreshed when popping the pause popup.
  • Added popups for mission success and failure.

Mechanics vs. Content

I had a lot of fun implementing game mechanics since the start of Devtober. However, I realize that what is harder for me, is all the “content” stuff: creating enemies, levels, missions, etc. I think that it’s because it’s easy to know when a mechanic is properly implemented, but for the content… It’s not like you can test it to see if it works as it should. There’s a lot a subjectivity there. I guess my background as a framework developer is really showing here.

What’s next?

Tomorrow, I plan to work on the following:

  • Handle the remaining objective types.