let it leave me like a long breath

let it dissipate or fade in the background

(no subject)

Profile

xax: purple-orange {11/3 knotwork star, pointed down (Default)
howling howling howling

Nav

  • Recent Entries
  • Archive
  • Reading
  • Tags
  • Memories
  • Profile

Tags

  • art - 2 uses
  • asteroid garden - 4 uses
  • code - 19 uses
  • demos - 1 use
  • dreams - 5 uses
  • ff7 fangame - 23 uses
  • fic prompts - 13 uses
  • gamedev challenge - 82 uses
  • hell game - 76 uses
  • nanowrimo - 11 uses
  • plants - 9 uses
  • process - 52 uses
  • programming - 51 uses
  • screenshots - 5 uses
  • writing log - 83 uses

May 2025

S M T W T F S
    123
45678 910
1112131415 1617
18192021222324
25262728293031
  • Jul. 17th, 2018
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    posted @ 04:21 pm

    also so i've been working a bunch on the locust twine game recently, which has been... nice? hell game is pretty aimless, and while i have some ideas about how to solve that none of them are fully-formed yet. whereas most scenes are outlined for the locust game and if they're not outlined everything fits together so tightly that it's easy to just go "oh okay well then for this specific scene this happens" and outline it right there. so there's still a huge amount of stuff to do, but it's mostly just "write stuff", whereas hell game always has this aspect of "figure out how this should work and try to avoid writing yourself into a corner".

    i've also (somewhat unwisely) written up some giant list of potential other short porn game kinda things to consider for the future, in the vein of my old commonplace book monster porn list, and it's like... yup all of those seem like good ideas that i would enjoy working on. perhapssss i should have put more thought into fleshing out the overall structure of hell game before i started doing all the scenario writing.

    (back in the day i had kinda a chip on my shoulder about being a Programmer as opposed to all the people floating around the indie scene who were basically just 'idea people', and that lead me to really neglect developing any design skill whatsoever, because i wasn't really discrimination between 'idea person' and 'game designer'.

    for those of you wondering about the difference, a idea person is somebody who goes 'hey it would be cool if there was a dating sim about superheroes' and then has no real clear or focused idea about what to do after just saying that; a game designer is somebody who asks (and answers) questions like 'okay so how many characters are there; does this game have mechanics or is it purely a dating sim; what kind of characters are there; is there a plot with a supervillian or is this more slice-or-life; if it's slice-of-life how does the superhero part inform the game aside from being set dressing', and then slowly drills down into specifics. that was a skill that i was really bad at for a very long time & am only now starting to get okay at.)

    • Previous Entry
    • Add Memory
    • Share This Entry
    • Next Entry
    • Reply
Page generated Feb. 6th, 2026 08:17 am
Powered by Dreamwidth Studios

Style Credit

  • Style: (No Theme) for vertical