rkn

Webdev, gamedev, ADHD-fighter, scifi- & AI-lover + tons of anxiety. Follow for more shenanigans.

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Dogeminer 2: Devblog 2 The Moon(s)

In the Dogeminer developer blog you might get a glimpse of what's going on behind the scenes. Or the ramblings of a madman.

Let’s watch it together in all of its 30 seconds of glory. Then perhaps you could take a moment and answer a simple question!

I’ve reuploaded the launch video in it’s original format (4:3 heh), please spend your valuable time watching this beauty (again?) and feel inspired for more:

On that note, for those of you who have played this game a lot (say gone to Mars and possibly further), you might have noticed a lack of cutscenes. Would you like to see more scenes like this for the other launches as well?

I’ve made a poll on twitter again:

As well as on strawpoll for those who don’t use twitter (you really should because then you can follow me).

We’re AMPed up now!

Did you notice a speed difference on the blog? Probably mostly noticeable on mobile but, it’s now 100% AMP verified! Much yay. This might improve our luck in Google searches in the future.

(It only took about 10 hours of valuable, precious development time that I could’ve spent on the game. I have no idea if it’ll be worth it, but since I had never done anything AMP-related before I sort-of just started playing around with it and couldn’t finish until I got it working (this is how most of my learning takes place).)

I promise I’ll focus more on the game now. Deadline week is looking bleak (it rhymes!), I’m guessing 80% risk of missing it by a couple of days. Had some extra input and functionality/improvements that needed to be made, as well as some real life distractions, but enough excuses - there is work to be done. Bye for now.

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rkn

Webdev, gamedev, ADHD-fighter, scifi- & AI-lover + tons of anxiety. Follow for more shenanigans.

rkn_dev


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