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Take a Break, Man

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Solokeh

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I usually don't take breaks, but after working full time on this game for three weeks, I sorely needed one. Coming back to the game with a fresh view on things was great, and while my momentum was broken, I soon got back up to speed.

Map design is tricky in a game with generated areas, and since I've gone for the infinite approach, curating or pre-making maps really isn't an option. Now before you scream: "make chunks!", I thought about it, creating pre-made miniature maps that fit together in every configuration like an eternal puzzle. It's something I'm considering for the future, but for now, I've got gameplay to worry about, and the generated maps will do as a test platform.

In other news: I've quadrupled the room size, and added two new room types. There are hallways, normal rooms, and multi-rooms, as you can see below.

[sharedmedia=gallery:images:7737]

They are all a precise 56 units wide, are perfectly square, and can be placed in any configuration without creating inaccessible areas. Yes, there will often be the odd hallway that leads to empty space, but I'm working on solving that. The game now has a short "tutorial" which informs you of the controls, and can be skipped by pressing escape.

On another note, I've added soft faux shadows to everything, as an unnecessary layer of polish. I find it nice to work on something that looks somewhat good, rather than the ugly, lightingless mess which I started with. While I would rather not show you the latter, you can see what I have now below.

[sharedmedia=gallery:images:7738]

As always, the game is attached below, or just follow this link: https://solokeh.itch.io/the-void-2d to the web build. (I know the textures are bugged, it's something I'm working on). To anyone who's about to comment that the player should move forward locally when W is pressed, thanks, I know you're trying to help, but this is a twin-stick style shooter, and the controls are designed to be the way they are for a reason. That's all folks!

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A fair amount of game development hinges on preventing burnout. Sometimes breaks are required to reset and gain a better understanding of where you are in the process or to see an idea in a better light.

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