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🐄⛏️ - 24 - The Grind Blog
24th February 2025
OK, day off, done. Get back to coding.

-=-=-

The current boxes aren't quite standing out, well enough, so I need to rejig them a bit to make them stand out better.
It's not too bad when static, but when frantically rushing down the "mineshaft", it can be quite hard to plan a route.

I've also made the "death from above" a little too fast, so will be balancing that out a little so you don't need to constantly run like the clappers to keep from dying!
There's another planned box type to add to the game, and the obvious "falling off the level" death hasn't been added yet, either, but for the most part, this game seems to be coming together really rather well!
Woot!

|

The level drawing has been optimised to hell and back, but I've still got a backup drawing method for systems that can't quite cope, which renders the cubes as pre-lit cubes instead of three separate chunks (top and two sides).

... Not that you can tell when you're speeding down the mineshaft at at an alarming rate, though!

The main issue, for now, is the rushing. And whether it's a teensy bit too fast. I wanted this game to be "Fast and frantic", and that's absolutely what it is, but is it perhaps "too" fast?
Maybe I should make that the "Easy/Normal/Hard" difference for this game.

I'll have to try out various speeds and see what does or doesn't work for the game.

It's all about the balance, at this point.
Either way, it's fun to blunder your way down, and rack up the points as you do!
\o/yeay\o/

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