After I’ve been working on a few mechanics of the game, the flexibility of the game design process is getting better than before.
A few weeks ago, I took myself a lot of time to write reusable codes so that I can create something better. In term of hard-coding, it’s the process where you write the code to get it to work quickly but without planning how the code will be used again in the future, and whether it needs to rewrite, it becomes harder to refactor the code and eventually it consumes most of the time just for that. Incredibly, I have put a great deal of thought and effort into each minor aspect of the game before doing anything (plan, do, check, act). Start slower and become faster at the end.
However, there are obstacles that are in my way during the development process, but not really much of a problem. Mainly, it’s my language that doesn’t involve technical or native language, and maybe even grammar mistakes. So I have to correct them and make sure that there should be no mistakes before trying to comment or post something, but in this case, I hope you guys will be ok with that. The other things that will slow down my development process are that I can’t draw images that would depend on accuracy. Drawing alone takes a lot of time and maybe even one day to consider for just a small texture. That’s nut!
I have finished working on the consumable items that can be used in the battle. The next feature will likely be the equipment system. Will show you when I have time.