spncryn/log

21112025

Steady progress refactoring asset and variable naming conventions. The problem with this though is that it grants the illusion of meaningful progress — which is not, of course, to deny that meaningful progress is being made, just not visibly — when in reality there are far more pressing things to work on that would visibly and structurally advance the game, that I’m deliberately avoiding because… I don’t know.

Something that I’ve been quietly frustrated about for a very long time but which I only just now realised in full is how slow the game is to start and test. Every time the game launches it feels like it takes forever to get to the parts I’m actually working on, which has gradually but steadily sapped my desire to work on important plot-related implementations. I need to develop a better system for testing moving forward, or run the easy risk of burning myself out again on invisible back-end work, for which I have little to show at the end of the day.

During the process of refactoring, I’ve also come to realise how many systems there are in the game that are just outright redundant, if not entirely irrelevant at this stage, that are eating up time and energy in maintenance. The logistics of this project have become, if not outright unmanageable, far too bloated for my comfort, to the point where they’ve become an active distraction towards future developments.