Hi all, I've been a failed game dev hobbist on and off since, well, high school
And I've had enough of trying and failing to go anywhere or complete anything.
So, here's what I'm doing: I want to take an idea, prototype it for a month with what freetime I have, and then post a dev log update per week. If the idea still seems to have legs at the end of a month, give it another 2 months, check again, and if it still seems good, try and complete something worth actually playing as a full game inside a year, dev logging each week to try and keep my bum focused and to try and get useful feedback.
If at the two checkpoints the game is rejected, package it and put it up for, I dunno, a small amount of cash or free (undecided at this point); at least then its finished and someone else might get a good idea from it.
So, my first idea to prototype is a space station game: you are the adminstrator of the first space station on earth that is attached to the planet via a space elevator - the primarily game style concept is to build facilities for manufacture, tourism, and servicing space missions (launch probes, ships, repair & refuel ships, etc) and keep the station in the green, eventually expanding it. Resources for manufacture can be imported via the elevator or later from passing spaceships.
My first aim to be dev logged next thursday is to have a basic station where you can plop stations which deduct from your account. Small step I know, but I don't have a good idea of how much time I can put into this per week yet, and I want to underpromise at this stage and over delivery if anything. Once I have a better idea of my available time I'll actually be able to set better goals.
I would like to get feedback on the concept and the idea of the dev cycle. I have to admit to being inspired to get into gear from Yahztee's dev diary series.