EverEnding DevBlog 105: Moving On


Detail editor is done. Finally.


it’s not perfect, but it works reasonably well. I’m sure that when it comes time to actually build levels and stuff using it I’ll find tons of issues that need fixing, both in the editor and in the particle systems themselves, but there’s no point in investing a bunch of work now in uncovering problems that will make themselves obvious later.

So what’s next?

I’m going to spend a day or two going through and building a task list of improvements and polish to make on all of the other editors, and then go back to the overall programming task list I made so long ago and flesh it out with what still needs to be done and cross off what no longer needs to be done. The biggest thing left is attacking and hit detection, which I’m going to have to start seriously pondering how I’m going to implement.

This is a bit of an awkward time. A moment of reflection. Getting close to two years of regular updates, I feel simultaneously like I’ve come incredibly far and done nothing at all, and I think those are both justifiable impressions. I think I’m getting closer, though… even if slowly, I’m getting closer.



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