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Wonderful Mechanics

16/2/2016

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Well, It's been a long road. I've spent, christ I don't even know how long, over the last 6 months working on Doomer. Still, it's a long ways off, most of the game assets are still my trash pixel art, menus have little or no animation, things are just unpolished overall. This certainly isn't a showy "We're setting a release date!" post, more just, that we're pretty damn close to being mechanically complete. All the shooting works good, all the things get hurt when you hit them, all the walls are solid and the levels don't crash when you spawn into them. There are a few straggler's left to get, little things like the super secret special weapons and enemies aren't complete yet, but they're not far off. 

That being said, it means we're nearing the next stage of development, which will be a lot less changing base systems of the game, and a lot more about adding new effects, building out levels, adding animations, and polishing up all the elements of the game.

Now to the less awesome thing. My schedule will be changing around soon, as I'm going to have to get a job to pay for school and living expenses. I think I'll still have a reasonable amount of time to work on Doomer, but in all likely hood I'll be losing several hours a week of time I would have spent working on new elements of the game. 

I do still plan to finish Doomer. I still enjoy working on it and playing it to this day, so it's certainly not getting canceled, I really just wanted to let those that have been following Doomer know that things might be a bit slower the next few months. 

In other news, there's a new CakeNeq Games logo coming soon. I've seen it, and I'm a fan, it certainly looks leagues better than the little janky mess I whipped up all those months ago. 

Thanks,
​
Wyatt White
Sleep is for babies

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