I dislike working with poorly designed and written code. Bigger it grows towards hate, the longer I work with it. And it is going on now more than a year. When we were shipping our previous game, I didn't mind working 12+ hours a day, 10+ hours on Saturday and sometimes on Sunday. I was tired, but I didn't have problems with that. Now I work mostly around 10 hours a day from Monday to Friday and I am just fed up. and tired even more than two years ago. Having other things to do after work gives me a relief. Same thing happens when I do some coding for Dragontorc but especially after few hours of coding Dragontorc during weekend, going back to work was really painful. And I didn't code last weekend, but working with code on Monday was as joyful as any other time.
Because of what I did on last Saturday I was exhausted and wanted to do something mindless on weekend. That's why my last week's work are just few minor things and didn't even test them:
Because of what I did on last Saturday I was exhausted and wanted to do something mindless on weekend. That's why my last week's work are just few minor things and didn't even test them:
- anchors are used for held objects
- added assistance when entering doors
- added global options mostly to try different scales
- for state machine decision rules when dealing if current/requested dir, it takes into account current appearance dir, not actual dir (it looks better)
What's wrong with scale?
I knew that there is something not right but I only understood it when I saw video I did for MS3. All characters are extremely small comparing to original games. In them, characters were jsut a little bit smaller than doors and in mine remake, they are half size of doors. That's also reason why I added assistance when entering doors, because even now it might be problematic to enter doors (you bounce off frame too often).
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