Meanwhile, in the software mines…

Good day, peoples!  I know it’s been some time since I’ve written, so here’s what’s going on.

I’ve set a goal to write a shippable game in the month of February.  It’s a puzzle-like mining game where you have to carefully plan your path before your pick breaks.  You take a tiny miner across a world map, opening mines to gather the ore and gems within.  Each mine has an exit to find, and between each level you sell your loot, buy a new pick, and find more mines!  That’s the plan anyway.  We’ll see how it turns out.

As of now, the game is somewhat playable, with a miner (white square) moving in 1 of 4 directions through dirt (brown) gathering gems (red) and ore (gold) while leaving a path behind (blue).  A Durability counter shows the remaining number of tiles that can be mined.  The graphics will look better than this eventually, I just have to get the game logic nailed down first.

If you make it to the exit, you win and leave the mine.  If you don’t make it before your pick breaks, you have to be rescued and will lose 10% of your accumulated worth as a rescue fee.

Trying to keep it simple, straightforward, and most of all, fun.  My first game took 9 months of my free time to write, but that also involved a lot of Unity education and game design research.  So if I can get one done in 1/9th the time, I’m going to be fairly ecstatic.  Even if I miss the deadline, it should be a great exercise and learning experience, and nothing prevents me from continuing development.  I’ll try to keep adding more posts detailing my progress as I go along.

And I’ll try to ignore Fire Emblem when it arrives at my doorstep…

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