@dphrygian Personnally I'm sadder about the removal of ropes than destruction. Climbing a rope you placed yourself in Thief makes you feel like an explorer.
But I don't want to break your momentum of hard decision-taking :p I can relate, it's easier to spend years working on the lighting of an engine (even when you suck at graphics programming like me) than deciding "wait I don't need all that real-time GI".
@britown That's a skill to acquire, being able to stop working at anytime and get back to it later, without being haunted by what doesn't work in the meantime. I still struggle with this.
For this #screenshotsaturday, I'm bringing some finishing touches in the map of our small point'n'click game. Hopefully it can soon be added to our Collection!
There were remains of sloppy code in the loading part and entity state mangled with assets in the data of a compiled map, now switching from the menu to the game or restarting a game is instantaneous.
@grumpygamer I'm an optimist, I prefer to find out while playing that WASD is automatically adapted to my keyboard layout and be pleasantly surprised (or disappointed if it's not) than killing the surprise by checking the options.
@sven_md Most doors are sliding mostly because it was faster than rotating in the timeframe of the game jam ^^'
For the last room's walls, I reused a texture of road I had quickly made for another game, to make it feel more "secret" than the rooms with white walls.