so i've been kinda thinking about... game concepts that are both actionable and touching on a sufficient number of my weird fixations to be worth making.
(when i have isolated game concepts i generally get bored of them quick and tend to want to mash in a billion different ideas until they're some ur-blob of all my interests. this is an issue.)
so basically the GOAL is to figure out how to do a very pared-down version of Some Fixation, so that i can throw enough in that i'm actually satisfied with the concept soup without everything becoming a never-ending labyrinth of code. "a sprawling procedurally-generated world" is fine, because like... i know a bunch of procedural techniques and how to use them. but it would have to be some simple, dumb procedures rather than anything unique or labor-intensive to code, because then it would take forever. "procedurally-generated npcs": like yeah that's doable. i've done that. but it would have to be very basic, boring, repetitive npcs, since adding in all the details and flexibility and complex state and interplay between different ones would take foreverrrrrr. basically just doing the simple, dumb version of a thing & making peace with how it's not some overwhelmingly complicated System that takes a few years to construct and code.
anyway short-form concept is like, using this bof4-style rendering setup i threw together, w/ a strong focus on suikoden-style base/castle building. in a sprawling underground tech world overgrown w/ weird flora and ancient machines. maybe making it a tactical rpg??
which isn't exactly what i would call "actionable", but, you know.
i mean alternatively revisiting that one 'stars' concept i talked about earlier, since part of that was, you know, having isometric 3d walkabout sections, and here i am with an isometric 3d setup.
or maybe the solution here is to get better at small, self-contained projects, so that i can actually finish them and then build off them into something bigger. maybe that.
(when i have isolated game concepts i generally get bored of them quick and tend to want to mash in a billion different ideas until they're some ur-blob of all my interests. this is an issue.)
so basically the GOAL is to figure out how to do a very pared-down version of Some Fixation, so that i can throw enough in that i'm actually satisfied with the concept soup without everything becoming a never-ending labyrinth of code. "a sprawling procedurally-generated world" is fine, because like... i know a bunch of procedural techniques and how to use them. but it would have to be some simple, dumb procedures rather than anything unique or labor-intensive to code, because then it would take forever. "procedurally-generated npcs": like yeah that's doable. i've done that. but it would have to be very basic, boring, repetitive npcs, since adding in all the details and flexibility and complex state and interplay between different ones would take foreverrrrrr. basically just doing the simple, dumb version of a thing & making peace with how it's not some overwhelmingly complicated System that takes a few years to construct and code.
anyway short-form concept is like, using this bof4-style rendering setup i threw together, w/ a strong focus on suikoden-style base/castle building. in a sprawling underground tech world overgrown w/ weird flora and ancient machines. maybe making it a tactical rpg??
which isn't exactly what i would call "actionable", but, you know.
i mean alternatively revisiting that one 'stars' concept i talked about earlier, since part of that was, you know, having isometric 3d walkabout sections, and here i am with an isometric 3d setup.
or maybe the solution here is to get better at small, self-contained projects, so that i can actually finish them and then build off them into something bigger. maybe that.