Devlog #15: Taking my time


Working on my bigger games (Home Grown, Pitch Black, and even Six Hours with a Box) has shown me that you can't create a (good) game without a plan. When I originally made Home Grown for the GoGodotJam, I had no plan. I just drew the character and wrote some code. Even when I continued development beyond the Jam there was no plan. I just wanted to make a game about a limb-farming zombie fighting other (extra zombified) zombies.

But now that I am trying to make this a full release with a fun story and good mechanics, I will take my time with it.

This is a game that needs good execution, and that's in part because of the concept. The more I thought about it, the more I realized that the base concept alone (specifically, the original one from the GameJam) is not enough for an entire game.

What this means is taking more time to flesh out my ideas before developing the game itself, and I've had a lot of ideas! So, other than writing ideas and fleshing them out, I will also be programming the movement and some core systems.

So I hope you all stick around for this big-little game because I'm starting to get a handle on this.

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