The Curious Incident of the Pasta in the Night-time
It was too soft. Damnit!
I have a problem (unrelated to my bad cooking skills). Well, actually, three problems: I am a bad programmer, I am impulsive, and I have no time.
Why am I a bad programmer? Obviously! I study at TAU (I blame scipio).
Actually, I don’t think I am, but I am a bad designer. Did you know Star Relic was originally an arcade shooter back in March? I even wrote a full design document. Three months into development, I discarded it all.
Why am I impulsive? Well, I discarded three months work because I had a better idea in mind, and also because I didn’t really understand why am I making another arcade game. Nautilus was an experiment rather than something I really wanted to do. Doing another one of these would not be enjoying on the long run. So I gave up. Thus, High Orbit was born, which later acquired the name of the dead “arcade” Star Relic. Development since then has been progressing very nicely, until…
Why don’t I have time? Six courses at TAU + maintaining a relationship across Europe + being silly and not thinking of all design problems I’d have with Star Relic.
So yes. Star Relic is moving slowly since I don’t have time to fix all the design bugs. In addition, each time I fix something, I yell to the heavens and spam my girlfriend’s mailbox: “AMORE! I FINALLY FIXED THAT STUPID BUG!”. Ten minutes later, I find out that the Klosian Phaser unit warps in outside of the visible game board. The code looks like a complete mess now, and I think I broke every Object Oriented programming principle in the rulebook…
Not only that – Instead of focusing on a single project, my mind drifts, and I keep planning future projects (thanks to many boring lectures).
Yet… NOT ALL IS LOST (the pasta is though).
So what now? Well, the upcoming weeks are actually going to be more relaxed. I will finish Star Relic by the end of January. Yes. Totally finished. Including the campaign. No more empty promises! BASTA!