Devlog #17 - 20/10/19Wow. Yikes. It sure has been a while huh? I wanted to talk a little bit about this project, which I'm slowly getting back into.
First of all, I've restarted it! Not that there was much to begin with....
Devtober came around this year and I was thinking of working on one of my projects which is a multiplayer moddable city builder. I wanted to focus on systems designs and programming and not so much on art and writing and level design. Of course, when I started to work on it, the first thing I did was go "shit I don't have assets for what I want to do!"
and then made assets....
So I kinda threw out working on that project for Devtober. And that brought me back to Harvest Crossing.
From my last set of posts before I stopped updating I was focused on assets and not so much on gameplay. And that's kinda why I stopped working on the project.
Although I'm super familiar with programming (it's my day job) and writing (it's a hobby I do almost daily since I've conquered NaNoWriMo multiple times), art is a hobby that is hard for me. It's not bad that it is, but it means I get frustrated with what I produce like 99% of the time. So with Harvest Crossing I got a bunch of systems in using code-only and then needed art to see them work! But I was to make the art. Which is frustrating and hard. So I stopped. After all, Harvest Crossing is a side project right now.
And fundamentally I think I got hung up too much on the art. Oh having it look the way I wanted, without thinking too much about stuff from a gameplay perspective and to just "block" stuff out. A lot of stuff I was making because I thought it would be nice. I wasn't really moving towards having a game.
So I've come back to it but tossing EVERYTHING OUT and...
Using Harvest Moon assets as placeholder!
I'm going to be starting from here using these as a base to get a game in place as my "programmer art" and then replace them when the time is ready. I'm hoping this will help me come up with the asset list I need, and get all of the systems I need in place before the long haul called Pixel Art Animation.