State of the Union
Well, folks, that’s it. After what seemed to be the longest month of development so far, I have finally put the finishing touches on all the prototype work I’ve done on the Inventory system and all the other various systems that interact with it. I certainly did not expect to spend so much time on it, but I also did not anticipate adding feature after feature. Every time that I thought I was done, I always had an idea for something else to add in.
This morning’s update almost never came to be.
For newcomers to this blog, I commute about 5 hours (round trip) door to door from my home town of Poughkeepsie, NY to downtown Manhattan, NYC, where my company’s office is. I’ve been doing this song and dance since 2004, it’s quite old, I hate it, I hate trains, I hate people, etc.
The one thing that keeps me going is the fact that I do get to get a fair amount of game development. That is, if I’m able to stay awake…
This might as well be called the month of “Inventory UI”. It’s been the only thing I’ve worked on thus far, and just when I think I’m done, I’m like, “Oh shit, I should probably support this minor feature as well”. Minor features are, well, minor, but a dozen of them = month of “Inventory UI” 🙂
My work with the Inventory System continues. On the one hand, just because of how I like to develop (i.e. bouncing from system to system), I’m a little drained with my work on this. On the other hand, however, an Inventory System is one of the key components to any RPG, and it has to be done right. Also, I have been able to knock out a lot of the core work of it. The way I have reconciled this in my mind is: The more I get done now, the less I’ll have to address later.