Postmortem: Mid-dev notes


Some notes I took to remember things to fix while working on other bits of the project. I was glad I got to use some trigonometry to create some systems. Making a game is like a huge puzzle.

I used Euclidean distance to calculate the proximity of BTs, but in retrospective it should have been Chebyshev distance.  I didn't have the time to implement that.

The game didn't always look the way it did, many iterations were needed until I found the best UI design. Here is a very early version of the game.

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