June 21th, 2023: Summer Slow Jams 2023: Idle (Day 11)

Today was pretty good.

Today was my brother's birthday. Happy Birthday, Richie!

I've been pretty much spending the entire last 2 days just working on the collision for enemies. Yesterday, as it turns out, my implementation of collision for enemies worked everywhere, but the implementation itself was flawed, so enemies kept getting stuck in walls. The scrolling for the enemies wasn't smooth for some reason, causing the enemies to get stuck. Anyways, the collision is better now. Enemies are still clipping into walls, but they can get themselves out now. I still need to implement an AI system. I'm thinking of hardcoding a system of pathfinding for the enemies. Honestly, I've spent WAY too long on just the enemies. If things weren't so poorly timed and I was able to start in the jam earlier, I think I would've been WAY further now. Anyways, tomorrow, I think I'll be able to finish implementing the enemy pathfinding and the combat system, the level ending, and the GUI. These past few days, my brain has been going to mush because I've been working on the same thing for too long, so a change of pace will really help me expedite the development of this game. I'm really glad that the course work for my C++ course isn't too rigorous, or else I think I wouldn't be able to finish this game at all. I really need to dial in and focus. I could definitely make a lot of progress each day if I would stop procrastinating.

Honestly, I'm feeling pretty unconfident that I'll be able to create a working prototype. I definitely went WAY too ambitious for this project. It even said on PIGSquad's Jam recommendation document to not go too ambitious. Honestly, this game would be way better if it wasn't an idle game. Regardless of if I don't finish the game in time, I'll definitely be releasing a full version later on. I've put in too much work into this for it to not be shown to the public.

Thanks for reading,
Issac