Day 11...... err Day 26? Hmm. Wonder if anyone was wondering where this went.
So, yeah, ok.
Big picture/lesson: Planning/management are crucial. And when they aren't in place, 2 weeks have a way of slipping by.
But not exactly.
The script is written. The voice recordings are all done but one. And the music guy was replaced with someone who actually exists, and a few tracks are composed.
The art... welllll, that was my area, as we know, and I've neglected that work. Placeholder art? Sure, not a problem, thanks to Aaron.
Final game art/More appealing art? Ehhh, no not really.
So how's the engine then. It's good. Works. Triggers and such are in place. Though the very ending needs to be worked on.
But to top it all off? Tonight is the last night Aaron has to work on the game. It's gonna be the definition of a cram session.
It's funny how I wanna say this is not going to turn out how I planned. But then, I didn't exactly make out a plan that stretched this far in the first place.
So, my mistake for this project/experience? Not setting up a plan. And how to overcome not doing it again? Simple. Set a plan. At least, try harder to set one that stretches further next time.
The game isn't going to be judged on the art, thankfully. Just the writing is the focal point. And I hope the judges like it.
A link to the itch.io page will be posted here, all pending on if we actually finish the game where it's "acceptable"
Though Aaron won't be able to continue working with me on Plant 19 after tomorrow, I think I want to start a fresh Devlog, one where I hurdle the task of learning how to code (gamemaker perhaps? any suggestions for a 2D game?), the art, and the all important planning of it all.
Will hopefully be able to use the service of the supporting team members later once I get the new game is functioning too
Here's hoping