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Joined 1 year ago
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Cake day: August 4th, 2023

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  • Holy shit dude right on the money! I never realized how obsessed with time and deadlines I was but your analysis makes perfect sense. There’s so many times I’ll get anxious trying to relax in the evening because I don’t want to enter that timeless state and be up super later. So I end up sitting there paralyzed trying to pick something fun to do but not too fun.

    I’m gonna try not engaging with the anxiety and see how it goes. Instead of avoiding the anxiety feeling by distraction or whatever, take a walk and decompress.

    Also the whole stimming thing. Never heard that term used. I chew my fingers and blast music all the time to soothe the anxiety. This is a whole new perspective on my music listening habits.

    Absolutely eye opening post! Thanks for putting it so eloquently!


















  • I’m also in the learning how to make games path. So far I’ve learned you want to:

    1. Write idea down on paper. There’s something magic that happens with physical paper. Can move to digital later. What’s the game loop? How do you win/lose? This becomes the start of your game document
    2. Prototype in game engine of choice. Speed above all else. Don’t make it pretty make it functional. Make it feel good to play.
    3. Vet the idea. Playtest the game with friends, family, randos. Watch them play, only explain what they need to know to test what you’re interested in. Sit back, watch and take notes. Do they find it fun? What do they think is cool about it? What’s frustrating them? Focus on the fun parts. Maybe the idea is a dud. Don’t be afraid to scrap it and move on to another. Some bad ideas can be salvaged. If people find some part of the game really cool take that an run with it. This process will likely take many iterations to find a good idea.
    4. Once you have your idea nailed down that’s when real development starts. Plan plan plan. Write everything down on paper first. Analyze your prototype and plan out all the systems the game will need and how it’ll be architect. Then scrap the prototype and build a vertical slice polished game demo.
    5. This is getting really long but from there you can get funding or just throw that up on steam to start generating wishlists while you build the full game.

    A lot easier said than done! But thanks for coming to my Ted talk