Artillery Delays


Well, this is somewhat embarrassing, but it is my duty to report that the artillery update will need to be delayed by at least a week. A lot of progress has been made. The rocket carrier unit is now fully functional in terms of player control, and even snuck in a quality of life feature while I was at it; selected units now display which hexes they can attack but not move to. Finally, I made a new version of the sprites for the Rocket Carrier based on my notes in the last post. It's still programmer art but I think its good enough.


So, what went wrong? Well it all started at the beginning of the project. Chopper Tank Flak started as my final project for the Unity Learn Junior Programmer Pathway; that being a project that demonstrates object orientation. A humorous philosophy I like to live by is that "anything worth doing is worth over doing". So instead of just making a project to satisfy the tutorial requirements I made an actual game. With that being said I still made plenty of shortcuts. This artillery update takes the game beyond the, at the time superfluous goals of the original tutorial project. To put it shortly in the last couple of weeks I paid technical debt I originally didn't have to pay because this  game was never expected to have units that attack beyond "melee" range. 

Additionally, their were also delays due to my life outside this hobby; the most excusable of which included making job applications. The less excusable from a strictly professional standpoint, was time spent with my family, which I won't give any further details here for privacy reasons. Needless to say this delay is due to a combination of things taking more time than expected along with having less time to spend. I will be increasing the amount of hours I work on the project this week as compensation. However, I will still need to another week at the least to ensure an update that meets my quality standards. 

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