CulDeVu vs game development
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Oi thar e'rybody!
So, I'm really bad at making video games.
I really like making prototypes and exploring new and cool mechanics.
These things don't go together very well.
See, it's not that I loose motivation. I'd be more than happy to work on it if making any sort of artwork weren't such a gargantuan bottleneck. Artwork is one of those things that it takes way too many hours of my life to make anything that I would ever be proud of. And games are one of those things that require a lot of art.
I can level design. I can mechanics design. I can't do sound design, and I can't do artwork. And it's kinda ironic, because those are the two things that players (at least my friends) notice first about a game. And it's hard for me to work on something that I'm not proud of.
So, after kinda slacking off for a week or so, I've decided that I'll put the non-euclidean prototype away for a while. If anybody wants to pull it back out of its grave to make something of it, PM me or something. My personal opinion is that its mechanic deserves to be placed in a game that's been showered in love by the developers, and that's something I can't personally provide, with my schedule and talents.
So!
Now to wonder what I'm going to be doing next, because I can't just sit around doing nothing.
I've always wanted to make a space combat game. I used to pour way too many hours into the Rogue Squadron games and into Tie Fighter back in the day. I don't know what it was, but I loved flying though asteroid belts, swerving around space rocks and chasing enemies and blowing up things in zero-g.
And you know what? They don't look that content-heavy! You know, besides space rocks and planets and forests and other spacecraft and stuff. But other than that, there's no carefully hand-crafted anything in them usually!
What do you guys think? Does anybody else find space combat games fun?
As always, thanks for reading.
So, I'm really bad at making video games.
I really like making prototypes and exploring new and cool mechanics.
These things don't go together very well.
See, it's not that I loose motivation. I'd be more than happy to work on it if making any sort of artwork weren't such a gargantuan bottleneck. Artwork is one of those things that it takes way too many hours of my life to make anything that I would ever be proud of. And games are one of those things that require a lot of art.
I can level design. I can mechanics design. I can't do sound design, and I can't do artwork. And it's kinda ironic, because those are the two things that players (at least my friends) notice first about a game. And it's hard for me to work on something that I'm not proud of.
So, after kinda slacking off for a week or so, I've decided that I'll put the non-euclidean prototype away for a while. If anybody wants to pull it back out of its grave to make something of it, PM me or something. My personal opinion is that its mechanic deserves to be placed in a game that's been showered in love by the developers, and that's something I can't personally provide, with my schedule and talents.
So!
Now to wonder what I'm going to be doing next, because I can't just sit around doing nothing.
I've always wanted to make a space combat game. I used to pour way too many hours into the Rogue Squadron games and into Tie Fighter back in the day. I don't know what it was, but I loved flying though asteroid belts, swerving around space rocks and chasing enemies and blowing up things in zero-g.
And you know what? They don't look that content-heavy! You know, besides space rocks and planets and forests and other spacecraft and stuff. But other than that, there's no carefully hand-crafted anything in them usually!
What do you guys think? Does anybody else find space combat games fun?
As always, thanks for reading.
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