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  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
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    • gamedev challenge
    posted @ 01:32 pm

    so i've been thinking about how my general habit is to slog through absolutely gigantic game concepts that take years to even assemble the smallest fraction of their planned structure, and how that might be, you know, bad. and how maybe going forward i should try making more small games or game-toy kinda things.

    AND TO THAT END i wrote up a list of 21 game concepts that i've wanted to make for a while, kind of in the vein of those monster porn commonplace book things i wrote a ways back. (the goal was 24 or 26 but w/e i'm sure i'll come up with more.) and i was like "i'll spend two weeks on each one, trying to get a Playable Thing as fast as possible and then fleshing out the content past that; very small self-contained games that are just kinda implementation exercises for a single mechanic each". and then i did the math and realized that 24 ideas * 2 weeks each = 48 weeks, or basically an entire year

    so i was like "yeah!! 2018, year of me doing constant game jam dev challenges!", but then like... hey it's the first of a month now, and the only advantage january has over november is that it's more numerologically pleasing what with being the start of a new symbolic year. but all that is bunk anyway, so why not start now! when i'm actually kind of energized about this concept, instead of in two months when who knows how i'll feel about it.

    plus i'm doing this instead of nanowrimo, because i do in fact have several big projects on my plate (hell game, as always, and also hell's half-acre which i have been sorely slacking on the programming of, b/c when i got sick i was right at the tail end of some boring parser work and i haven't yet gotten up the courage to dig back into that) and i don't have time to try to write 50,000 words this month. ...i mean i'm hoping that working on a bunch of small game projects will kind of re-energize me wrt working on existing projects, so.

    anyway the goal for the next 15 days is a game about "nemesis systems". inspired by that orc slavery and murder game. only, you know, not as awful; being not as awful is kind of the point here. i'm gonna be reusing some existing code (also kind of the point: building up a collection of useful code to use in other projects) that i had put together to generate procedural mythologies and species, & it should be pretty easy to change that to being about generating procedural heroes and/or villains.

    anyway we'll see how this goes.

    also i need a tag for this and the thing that kinda fits the best is like, "flash gamedev", except uhhh that would be confusing since flash is an actual language also. maybe like, "rapid gamedev". or just "gamedev challenge". w/e

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