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So I can't say things are back to normal, but things are back on track. I finally have some more time to dedicate to Project Honey. This time off from it really gave me some time to think about the project and where it's headed in a more of a production side rather than design. I noticed a problem that was cropping up, The game world is getting too big... Or really it's getting to big to manage as one whole.
At the beginning of the project the game was going to be more of a level based game. This was chosen at first to make the world easier to create but it just wasn't working from a design aspect. So I decided to instead make the game a bigger open world type deal, there were smaller level like areas but it was, in the game logic, one big level and this was working fine but problems started to crop up. Adding something to one section meant making sure it didn't over extent into other parts of the world. It made building lighting way slower. I had to start implementing level streaming, and charactes had to be unloaded when a level was unloaded. None of it was insurmountable but it's alot of work for honesly not too much payoff.
So I'm going back to a more level based design in that parts of the world will be separate levels. It will ease development by making it so that I don't need to worry about sections bleeding in to others or setting up overly complex streaming volumes. While it would be cool for the world to be completely seamless, Project Honey will play just the same with out a big seamless world.
A bit of a small post this week, but I didn't want to leave you guys hanging, thinking the game is canceled or something. It's not far from it.I don't know when the game will finally be finished at the current pace of production, But the game is shaping up. It's all a matter of time.
And with that, Hope you all have a Jolly Madness Day.
See y'all again soon.