Posted January 30, 2025 by Travis Megill
I haven’t been consistently productive at my creative goals across an entire year since I was in school, so it feels great to step back at this milestone and realize I’ve accomplished something. No one else in the whole world worried about whether a Twine game working through a multi-generational family mythology got started in 2024, or whether the first section of it would be polished enough to draw the line and move on by the end of January, 2025. Just me, and it feels momentarily monumental to stick my flag in the sand and yawp at the wind.
Last dev log (over two months ago by the time this is published), I talked a lot about what I accomplished over 2024, so I’ll focus on the work I’ve tried to do over the last couple months to bring Part 1 to temporary completion. I wanted consistency across what I’ve developed so far to set a bar for what follows, even if there might be significant changes that get flowed back into Part 1 as I move into Part 2 and eventually Part 3. That meant reading all of it out loud over and over to fix issues as small as dozens of unnecessary commas I love to pepper my writing with and as large as implementing gated side-nodes across what I’ve written to add weight to the attributes the player is incrementing.
I can’t say I’m terribly happy with it, but if I waited for myself to be happy with something I’d never move forward. The frustration that accompanies burnout or whatever the mood is that sets in when I can’t bring myself to work on something anymore used to stop me entirely, but now I’m trying to give myself space to move on to something else (Part 2) and return to what I’ve worked on over the last year plus some other time, refreshed and able to view the work with new (older) eyes.
So onto new things—the old things will always be waiting.