like honestly my biggest worry with hell game is just the thought of it... never coming together. since i started working on it basically just as a "well i'll just throw some stuff together" project, and then i threw some stuff together and realized i hadn't really planned out a basic gameplay loop.
and i mean to be fair i don't... really care about a slick, well-constructed gameplay loop, because sometimes things just kinda evolve and have their own natural charm, rather than being ruthlessly engineered to have no slack or spare parts. but given that this is a PRODUCT i'm SELLING i guess that might matter to, you know, the hypothetical audience. hence, the worry, since my patreon is actually making a chunk of change now.
anyway which is why i'm trying to actually do a bunch of outlining. i mean i guess i've said that bit a lotttt, b/c it's been weighing on me lately. i've been really wanting to make a big project, and part of that is... to actually have a project concept that is both fleshed-out and sufficiently big (while not being TOO big). aaah.
or like one of the biggest criticisms of in-dev game patreons is that they're an eternal treadmill of crumbs of content, b/c the authors know that to finish is to have to move on to another project and presumably lose a big slice of audience. so they just keep scraping away at the same thing forever. and that's kinda the rut i've fallen into with hell game. i mean, in part because i'm not working on it that much, because i'm limiting my work to 1. what i think is actually long-term sustainable for me and 2. what i'm actually getting paid. so progress is prettyyyy slow, since i am not, in fact, getting paid all that much. so all this outlining stuff is kinda a test of a different kind of approach to game development, namely, by actually having a solid plan.
anyway thats why i'm emotionally invested in making a design doc for a pornographic(??) farming game. in case you were wondering.
and i mean to be fair i don't... really care about a slick, well-constructed gameplay loop, because sometimes things just kinda evolve and have their own natural charm, rather than being ruthlessly engineered to have no slack or spare parts. but given that this is a PRODUCT i'm SELLING i guess that might matter to, you know, the hypothetical audience. hence, the worry, since my patreon is actually making a chunk of change now.
anyway which is why i'm trying to actually do a bunch of outlining. i mean i guess i've said that bit a lotttt, b/c it's been weighing on me lately. i've been really wanting to make a big project, and part of that is... to actually have a project concept that is both fleshed-out and sufficiently big (while not being TOO big). aaah.
or like one of the biggest criticisms of in-dev game patreons is that they're an eternal treadmill of crumbs of content, b/c the authors know that to finish is to have to move on to another project and presumably lose a big slice of audience. so they just keep scraping away at the same thing forever. and that's kinda the rut i've fallen into with hell game. i mean, in part because i'm not working on it that much, because i'm limiting my work to 1. what i think is actually long-term sustainable for me and 2. what i'm actually getting paid. so progress is prettyyyy slow, since i am not, in fact, getting paid all that much. so all this outlining stuff is kinda a test of a different kind of approach to game development, namely, by actually having a solid plan.
anyway thats why i'm emotionally invested in making a design doc for a pornographic(??) farming game. in case you were wondering.