It’s been nice jumping back into my projects after enjoying the winter holiday break.
My effort has been sparse the past couple weeks on any of my projects- tis the season.
But the past three days I’ve spent a bit of time working on LETSGO
I’ll take that as a win- even if its just a brick a day.
The majority of the work has been further developing the Song Section data structure:
It’s not done, and still subject to rampant change, but its another couple steps in the right direction.
One of the things I’ve struggled with is separating “what could be” and “what is”- a song section could have one of many musical strategies chosen, but only one strategy is chosen.
I need to define the data for both, but it can be difficult to remember this split while developing the data.
It can also be easy to confuse what data is needed at initialization vs. the data generated at runtime.
What’s funny about all this is the realization this is procedural generation.
It’s obvious now that I think about it, but significant.
I’ve wanted to develop procedurally generated games since I started as a game developer- almost 20 years ago!
And now I’m doing it, without even realizing that’s what I’m doing.
Hopefully that sparks the desire to keep going with this project, I’ve been feeling sluggish about this project the past few weeks.
Tis the season- to just keep moving forward.