Happy Anniversary
It's been one year since starting this game development blog. Well, more like 3 months of game development and 9 months of playing other people's games. They're just so fun though. I've started, scrapped and restarted several projects, read several books and saved many scripts and graphics. I definitely have all the tools of making a game here, just not the time.
Time will be in even shorter supply soon. There's lots of good games coming out soon (Not Skyrim) and I have a backlog to complete. I keep writing down notes for my games; I'll see a wall or a series of enemies and think how or why it would be good there or in my own game.
For the most part, I plan on slowing the blog down. Weekly updates were ok when I was working every week, but since so much of my game work is theory and planning now there's no point on bringing people up to date on that. Secondly, no one needs to read about my weekly gaming habits since I often obsess over single games... playing them non-stop for entire weeks. Also: Seeing other peoples projects is discouraging for me. While it's not hard to guess what sort of code they are using (I'm really good at that), the fact that they finished is hurting me. Some quote: There's never enough time to get things done perfectly, but there's virtually unlimited time to fix things. I need to produce... anything; And then fix it.
So, for now I'm just going to slow down. Bi-Monthly updates for start. I still need a spriter to help me with work, but I finally have general character designs and style.
Project Summary
For the most part, here are the games I'm still working on:
1. Jargon Quest: Name Pending: I've dumped most of my resources in to this. I wanted to make the definitive Zelda 2: Adventure of Link homage game. Downward thrust has been sorely neglected. Add a few lasers, bombs and destructible terrain and you really got something. Imagine if during the random battles you could play a field mini-game after you win if you wanted to.
2. RPS: Rock, Paper, Scissors: The Adventure Game. This is my action platformer. I use basically the same physics as my big projects, but level design is linear instead of world based, no permanent items, stage clearing and so on.
3. Cytomight: My gooey colour matching adventure. Was originally put on hold because I couldn't get a good wiggle / wobble effect working. The artwork for Cytomight and the Cytoplasmas became the artwork for the "pl0x" in my big project. Some of the organic artwork (which was based on Breath of Fire 2) was also copied over.
4. Monsters Game: Name Pending: This is my oldest project, and the one I MOST should get done. This was a turn based strategy game where you place AI tiles to control your monsters who work under fixed plans and assumptions. A "goblin" for example, might have the AI to only move 1 step forward, turn and attack when adjacent to an enemy, and keep walking. You would summon creatures, spells and field effects to win the fights. Walls and arrow tiles can be placed to control the flow of monsters. Virtually no physics... it's all math and graphics.
5. Other: I don't remember any of my other projects exactly. Maybe I should read my own blog and regain focus.
Gaming Summary
Steam backlog, Wii backlog, Minecraft, Terraria update coming soon, La-Mulana Wii coming soon, CounterStrike: Global Offensive coming soon-ish, GeneForge collection and maybe some NetHack on the side. It could take 6 months of power gaming to finish my full collection... and that's assuming I don't replay some NES / SNES classics at the time.
Other Summary
Still on prescription topical pain relievers (Voltaren). It's like the Chinese Food of medicine, very satisfying for a while, but you're only gonna hurt in like an hour.
The next post should be the Saturday of the first week of December, where I'll start the bi-monthly format. I want to avoid these terrible "non-updates".
Bug me on the forums some time. I need focus, inspiration, and resolution.
Year + 1, Lok
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