Pausing to reassess the project’s scope and redefine its core deliverables.
Evaluating one’s current approach in developing Patch Odyssey is a fair assessment every once in a while. It is good to stay up to date with whatever milestones or schedules that have been set to track progress for finishing the prototype.
With the present iteration cycle, starting early with design decisions like switching from the using UnityEngine convention to sticking with fully-qualified names and namespace PatchOdyssey were good calls that I would repeat the same way given a do-over.
However, jumping straight into the designing & programming before planning the smaller extents of the game’s scope was a mistake i.e. setting up achievable weekly goals that contribute to completion.
Giving the project further thought before diving back into development, the scale of the game’s prototype will feature:
• Functioning user interface — visuals are secondary,
• One (1) non-player character with dialogue prompts,
• Beast-taming mechanic — the main selling-point,
• One (1) traversable dungeon,
• Combat gameplay in full,
• One (1) key item — meant for level progression, and
• Settings persistent save.
In this order.
Hopefully with this, the game will see much more rapid development given a more defined sense of direction and with less of a need to continue stopping to plan things holistically.