One stitch. Tiny stitch. When you think how many yards you will sew, chanting the Buddha’s name with every stitch, if you count all the stitches, you say, ‘I cannot do it!’ But, if you do this stitch: one stitch. One stitch. One stitch continuously, you will finish. If you stop, if you quit, even if you are very good at stitching, you will never finish. Just continue! When you continue with the stitching you will have many problems. Experience. Yes. That is your life.
-Tomoe Katagiri, Soto Zen Sewing Teacher
"Aw, Here it Goes!"
Alright, ya'll, it's fucking happening! I'm starting over. This might sound dramatic, but I'm pretty sure it's the right call, and it's not unprecedented. This will be the 3rd time that I've started over with Black Road Sky; each time I've learned a ton of important skills & lessons, and each time the game has turned out better as a result.
I'll be sticking with Unity, which means that I'll be able to reuse a lot of code, and I'm starting off more or less knowing what the fuck I'm doing. I know what problems are going to arise in the future, and I can prepare for them. I know what features to concentrate on, and what to save for later. I think I can catch back up relatively quickly, with a much stronger code base and a better game all around.
I spent some time this past month in planning & getting organized, but I'm just now getting back to work in earnest. I needed that break, and mostly spent it playing other people's blue collar space games (Hardspace: Shipbreaker and Star Trucker, both recommended) instead of making my own.
Coming Up Next
I'm truly starting over, and first thing on the agenda is to rebuild the Newtonian motion simulation. Even at this most basic level, I have some ideas for improvements. Then it's on to revisiting the orbital mechanics, system/first-person scale interactions, all that. I don't want to say too much, because maybe I'll just run out of steam, but I'm feeling pretty inspired at the moment. Next few months should be interesting!
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