SEAR DevBlog, week of 10/6: Mama said there'd be weeks like this
- Adam Nicolai

- Oct 10
- 2 min read

I had a family emergency come up early this week which ended up disrupting my schedule pretty badly (everyone is okay), one of our team members had her computer die, another had to focus on another project (looking forward to the day we can have people be full time and avoid this issue), and another was out on vacation. So not a ton to report this week, but we still definitely made some progress.
Primarily we worked on upgrading the Pause screen for the public prototype, specifically adding the controller widget to it so you can pause the game and check the default controls, along with a few other important pieces it was missing like the player's current rank, the title card for the song that's playing, and things like that. Had a couple simple work sessions toward getting the UI elements we need for that and it should be all ready to go next week. This process involved some skill-expansion for a couple members of the team which will make them able to take on some new things in the future, which I'm always happy to see.
The boostpad enhancement system is also in the game and ready for testing at this point, and we spent a little time cleaning and streamlining it, and we got more progress in on the physics updates. I'll be making the decision tomorrow on whether or not to include the physics changes for the public prototype at the end of the month. If we go ahead I'll definitely update with a new video showing the improved physics; if not, we may need to launch the public prototype with the original physics as our physics developer will be out for some portion of the last half of the month due to health issues.
So... one of those weeks, but not debilitating. Things are mostly resolved on my end and I'll be making up time over the weekend and definitely hitting it hard again next week.



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