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September 21st, 2014

September 21st, 2014 published on

So far I’ve largely just been floating by on adding some basic, but critical improvements to the existing game. While doing so I eventually hit a relatively small feature that required a lot of additional work to implement properly. This work had a bunch of benefits in terms of implementing systems I’ve wanted to have for awhile. But it also represented several weeks worth of work. So I started to second guess the investment. Noticed that I didn’t really have any long-term plan of where to go from here, just a bunch of problems that needed solving. So I decided to go back to focusing my full attention on planning once again. Feels terribly decadent as it always does, but considering the one success the project has enjoyed so was a direct result of thinking things through I’m feeling a little better about it than usual.

Right now we basically have a pretty solid skeleton of a game that has pretty much no meat on it whatsoever. I have a laundry list of things that I want in there, but no real direction on how to do that just yet. One of the things I’m struggling with is that the game has evolved in a direction that feels a little bit deviated from the kind of game I set out to make. A race doesn’t exactly feel that much like an adventure. But if you look at it from another direction, a race is a whole lot like a dungeon. It’s just a very bland, straightforward dungeon right now. It needs spice. That’s sort of my thought process right now. But it’s very difficult to distinguish between doing what’s right for the game as it is, and doing something for a game that doesn’t really exist.