[h3]Planned changes[/h3]
[b]*None of the following statements are promises but are merely things that I would LIKE to do*[/b]
Everything I'm laying out here is to meet one of 2 goals, streamlined interesting gameplay, and increasing appeal.
[olist]
[*] Bug fixes including having to press and hold "R" to restart on game over when it should just be a press
[*] Address the upgrade system, upgrades interrupt the flow of gameplay and I need to address that to provide more cohesive gameplay
[*] Art and effects, right now the game looks cheap I want to increase the curb appeal of the game
[*] More units/gameplay elements, I'm very much still in the brainstorming phase here so don't forget what I said about no promises.
[/olist]
[h3]Timeline[/h3]
Q2
That's about as specific as I can get right now.
[h3]Prereqs[/h3]
My game's codebase is kind of a mess and I really need to go through a major refactor.
If you know what a refactor is and would like to follow along or would like to learn more I'm planning on posting about it on my substack.
[h3]Substack and postmortem[/h3]
I've created a substack found [url=https://peregrinedev.substack.com/]here[/url]. Most of what I post there will be more technical and about how my games are being made rather than just what I am making. If you're interested in that please check it out. The postmortem of my game will be posted there as well. Which, if you don't know what a postmortem of a game is, a game's postmortem is a summary of the development process and lessons learned from making a game.