I’ve been developing Fist Puncher for just about a year now. I couldn’t begin to venture a guess about how many hours have gone into it, but I know I’ve worked on it almost every day for the last year. Friday I begin a 10 day vacation to Wisconsin, and since I’m not bringing my computer, that means the first significant break from Fist Puncher. The real vacation is from my day job, but I’m looking forward to clearing my head a bit on the game and energizing myself for the stretch run to completion. It’s time to get some perspective on what belongs and what doesn’t. Hopefully the mosquitoes don’t keep me from relaxing.
Spent the last week working on game state management and a proper saving/loading scheme for Fist Puncher. This is definitely not the ‘fun’ part of making video games. It’s satisfying once you see things working right, but for me it takes some extra concentration to get to that point. Too easy to be distracted by a good baseball game when you’re adding pause menu logic or reading another article on how to avoid code 4s on the Xbox.
I did spend one night adding a new level. Here’s Dr. Karate, tempted to break the Hippocratic Oath with some hoodums he found squatting at the local playground.