so, two week project reportback
not a whole lot to show for this one -- i started working on a little HTML5 game, but it was hard to stay enthused about it and it got totally derailed when i started playing morrowind again, whoops. (that being said i'm not gonna link to the half-finished thing b/c maybe i will go back and finish it for another two-week project at some point.)
working on smaller projects is neat in that there's an actual semi-finished Thing at the end, but it's hard to stay invested in working on it when it doesn't really... give that sense of building towards something that i actually want to make, i guess? which is a little unfortunate, since it'd be good to focus on the entire process of making a thing rather than perpetually getting stuck in redoing really basic infrastructure things.
speaking of, my next two-week project is gonna be working on rendering buffers again, ugh. there's actually only a little left to be done (one big bugfix, mostly) and then i'll have enough foundations in place to start mucking around with some actual gamedev stuff, rather than index counting and data marshaling. something i really want to work on this next year is accepting when something is Good Enough and trying to push through to work on new things, instead of endlessly belaboring the same system until it's perfect and bug-free. i've kind of incidentally assembled a bunch of gamedev tools during all of these two-week projects, and it would be really great to get to use them in a big project i care about, which is only gonna happen if i pull myself out of the low-level graphics-coding mire.
also, itch.io has this analytics thing that shows where people are coming from, and it's a little weird to see how big a percentage is from this blog. i mean, i know i link it everywhere, and i know intellectually that there are in fact people who read these posts, but it's still a little weird to see a precise number of clickthroughs. anyway, hi. hopefully next year i'll have some bigger and more dramatic gamedev things to show off! we'll see.
not a whole lot to show for this one -- i started working on a little HTML5 game, but it was hard to stay enthused about it and it got totally derailed when i started playing morrowind again, whoops. (that being said i'm not gonna link to the half-finished thing b/c maybe i will go back and finish it for another two-week project at some point.)
working on smaller projects is neat in that there's an actual semi-finished Thing at the end, but it's hard to stay invested in working on it when it doesn't really... give that sense of building towards something that i actually want to make, i guess? which is a little unfortunate, since it'd be good to focus on the entire process of making a thing rather than perpetually getting stuck in redoing really basic infrastructure things.
speaking of, my next two-week project is gonna be working on rendering buffers again, ugh. there's actually only a little left to be done (one big bugfix, mostly) and then i'll have enough foundations in place to start mucking around with some actual gamedev stuff, rather than index counting and data marshaling. something i really want to work on this next year is accepting when something is Good Enough and trying to push through to work on new things, instead of endlessly belaboring the same system until it's perfect and bug-free. i've kind of incidentally assembled a bunch of gamedev tools during all of these two-week projects, and it would be really great to get to use them in a big project i care about, which is only gonna happen if i pull myself out of the low-level graphics-coding mire.
also, itch.io has this analytics thing that shows where people are coming from, and it's a little weird to see how big a percentage is from this blog. i mean, i know i link it everywhere, and i know intellectually that there are in fact people who read these posts, but it's still a little weird to see a precise number of clickthroughs. anyway, hi. hopefully next year i'll have some bigger and more dramatic gamedev things to show off! we'll see.