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Jun. 22nd, 2017

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xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    Jun. 22nd, 2017

  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    posted @ 07:52 pm

    so when i started doing game programming stuff i was like "i don't want to be the person who only comes up with ideas and makes tables of spells or w/e with no chance to ever write code so i need to focus on actual programming and i can deal with the ideas stuff once i have a working system that can take actual gameplay stuff"

    and because of that i am super bad at doing actual game design. whoops.

    like high-concept ideas like "okay i want to make a travelling-across-the-desert game" decompose into hundreds of small little decisions about resources and interactions and interfaces and materials, and it's super important to have somebody who's able to come up with a bunch of data that all fits together into a coherent whole, and that's something i'm currently real bad at.

    i've been getting better at it, in part because hell game is now at the point where most of what needs to be done with it is more content, but it's still definitely my weakest aspect.

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