- Aug 16, 2017
- 499
- 534
I didn't loose interest in Spaced Out. As I've explained before, I wanted to end it on my terms rather than someone else pulling the plug. It was my first game (and first experience with python), so it wasn't ready to be 'fixed' like other games did and also there were some serious mistakes in the coding, that could've caused troubles later on.
If the ending seemed a bit rush, that probably because it was. I've never wanted for Spaced Out to go on 'forever' so it was definitely coming to an end. The issue was that I could've used a couple of months more for that, but due to various reasons I decided it's best to start Water World during the summer (less pressure on my job, etc.). You are all probably tired of hearing this, but the amount of work for the first version was huge.
As for the navigation, I'm thinking on the first (global) nav screen where you see the decks and the girls on each of them, to be able to go straight to a girl wherever she is by clicking on her icon. I'll have to actually do it and see if this can be done, but I guess it would be nice and useful.
my reason for saying it was rushed was due to the pacing of the game itself as ive not read any of your previous posts about spaced out. my thoughts are based on what impressions I got as it went from being well thought out to being pushed from about half way through. its nothing more than a critique as I don't fund projects. but for a first offering it was heads and shoulders above 3rd or 4th offerings ive seen from other devs so, in that context, go you
with that kind of navigation, if you CAN get it to work, would be just as good as how it is now. honestly I managed as it is and never had a thought to change it when I played. my only bug was how long it took to get the mission started as I had to waste 5 whole days to unlock the content, but if there are going to be other things to do during those initial days beyond managing stats , then this game will do excellent
either way, I wish you good luck in your endeavour