Well, it’s been awhile since the last update, sorry, but this post will sum up everything that’s happened since. It’s a lot, so grab something to eat and sit down.
I think it takes a really big man to admit he screwed up. In this case, I worked on Zonerunners for seven months in denial. There was no clear plan on what Zonerunners was as a game, just “it’s a platformer.” As I worked on Zonerunners I noticed my code was getting stronger and more efficient, whereas the old code was the reverse. But it seemed no amount of good code could fix the bugs and errors I had created in a five month period. Then the doubt began to seep in.
Mid-June and I’m really feeling it now. The code was getting harder and harder to program and stuff was crashing and breaking down. A good idea one night soon became a monster the next and the game started to show signs of grinding to a hault. It was around this time that I gave a copy to my friend to play. First impressions were awesome and he seemingly liked the game and played it a lot. Despite his positive reaction I did not like the game in the same way he did. I saw the game as just another average platformer with a different health system and okay A.I.
I can’t remember how many times I spent reprogramming the A.I. just to create another bug I had to fix later on. Spending countless minutes working away at stupid bugs I could only mask. July came and I didn’t touch it very often, afraid to make a bigger mess.
In late July, I broke. The release date came and I had nothing. A bike ride with my friend through the country helped me make my decision: It was time for a change. Later that week I started a new project file, a clean slate, with no expectations and only a vision to power my creativity. This vision was of devastation and the effects of nuclear warfare.
