CShip — The Beginning...?


I'm through 2/3 of an October loaded with gaming showcases, I figure this is the best time to release the latest build to everyone. As my 1st devlog, disclaimer: I have a habit of spending hours on emails just to get that perfect wording! Devlogs would be the same unless I try keep them short-ish and to the point  ( ノ ゚ー゚)ノ


CShip has been 3 months' solo effort so far. Though it'd be unfair not to thank In2Games for marketing and recently Anthro Festival for SXSW logistics. Also big thanks to creators of Creative Commons assets used in CShip, without which my (and others') prototypes would not exist.

Some of you have seen CShip much earlier in 2024 —that's right, I worked on CShip since January. But I took a looooooong hiatus since March. To explain why in a tip-ful way, let's look at a solodev's reality:

A Solodev's Reality

  • Time — too little leads to crunch, too much leads to procrastination.
  • Momentum (productivity, buzz) — too little leads to abandoned project, too much leads to burnout.
  • Resources ($, assets, skills) — too little leads to stall, too much leads to lost effort.

Each is convertible to another, inefficiently. The size of each circle indicates amount, so you could imagine the overlap shrinking accordingly.

For me after March, I had OK Resources yet far too little Time nor Momentum —but after the recent showcase binge I've bought back some Time and a lot of Momentum! Enough to develop faster now :D


This concludes my first devlog. With the latest build being a prototype that served its purpose, the next step is an engine rebuild!
— Cyuni  ( ノ ゚ー゚)ノ

Files

CShip_ArmaS24.zip 39 MB
59 days ago

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