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Tying up loose ends

Hey! :)

Here I am, back in this little world of seeking knowledge, researching methods, and creating tools. Lately, I’ve been thinking a lot about generating reactive texts in ChoiceScript in a way that can easily fit into both languages. As I’ve progressed through this process of jams and creation, things have definitely become smoother and more efficient.

While I was away, I mapped out some concepts and reorganized the order of my projects in my notebook. Some things that were going to go into a jam have now become secondary content. On the one hand, this helped ease the overwhelming amount of tasks I had, but on the other, it reduced the scope I wanted to explore with drafts.

Oh, and the master template (the way attributes, variables and routes interact regardless of the theme) I’m going to use from now on is ready. (It's the Cards and Dice model for small games and the Pantheon system for large games)  I was going to leave it for much later, but with the amount of stuff that kept being pushed to the “deal with later” pile, I decided to tackle it now. Did I lose productive days (maybe weeks) because of it? Yes, definitely. But now I feel like I have something with broad applicability for both what I already have and what’s coming up.

P.S.: This time, no deadlines—I’ve learned my lesson. I read something interesting somewhere that I’ll share: “The alpha date is announced when you hit beta. You open beta when the game is ready. You launch the project when you have two paths open—total fix or additional content. The timeline stretches indefinitely, but the number of surprises, and they will come, dwindles.” Smart, right?

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