@VinnyVideo Yeah, totally. I'm really still trying to figure out something, so let me just add that to the rest of this post...
Please read on.
I got lost what I was doing with this game, so I went back to revise my approach.
My first intention for this game was, quite literally, "about using a party or group of characters in an RPG setting."
I had a fun idea I want to explore! This is a good first step.
However...
This can go ok or spell disaster depending on the next step, which is actually a very important that I skipped...
Q: "Do I have a mechanic that I want to explore?"
A: > Really. I did not have a solid mechanic I wanted to explore before I started implementing the characters.
( I mean, I do have a really cool character select screen...but that's not a game!)
This was a huge, glaring, "I'm stabbing you right in the side and you don't even notice" issue. (Maybe that's a little much, needless to say it was obvious) My approach was "fill in the blanks later" before having a solid foundation.
So what does this mean? I started on the prototype about 5-6 weeks ago, and I'm realizing most of it was just designing a cool character select screen and some movement on a grid-based movement system.
I think I can salvage some of my work... but I think I'll have to scrap Lakitu's throwing things (which took a week or two
blast)
The light on the other side of the tunnel! The last thing I want to mention is I'm going to focus on my strengths for this project; As a spriter, and as a number-loving logic-hound. (mm don't ask where hound comes from!)
I'll be hammering away at some sort of model to work off of in the next few days before MFGG's Game Jam.
Best Wishes!
Please read on.
I got lost what I was doing with this game, so I went back to revise my approach.
My first intention for this game was, quite literally, "about using a party or group of characters in an RPG setting."
I had a fun idea I want to explore! This is a good first step.
However...
This can go ok or spell disaster depending on the next step, which is actually a very important that I skipped...
Q: "Do I have a mechanic that I want to explore?"
A: > Really. I did not have a solid mechanic I wanted to explore before I started implementing the characters.
( I mean, I do have a really cool character select screen...but that's not a game!)
This was a huge, glaring, "I'm stabbing you right in the side and you don't even notice" issue. (Maybe that's a little much, needless to say it was obvious) My approach was "fill in the blanks later" before having a solid foundation.
So what does this mean? I started on the prototype about 5-6 weeks ago, and I'm realizing most of it was just designing a cool character select screen and some movement on a grid-based movement system.
I think I can salvage some of my work... but I think I'll have to scrap Lakitu's throwing things (which took a week or two

The light on the other side of the tunnel! The last thing I want to mention is I'm going to focus on my strengths for this project; As a spriter, and as a number-loving logic-hound. (mm don't ask where hound comes from!)
I'll be hammering away at some sort of model to work off of in the next few days before MFGG's Game Jam.
Best Wishes!
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