11:01am - Yesterday was a long day of work, and I didn't even get my developer high off it since I was mostly watching videos and not making anything.
Well, we'll see what comes of today. I had another inspiration last night for yet another game, yet another space game too. I have no idea what I'll do with that, but inspiration at least helps me do 'something'.
For now I'm going to watch some more Godot tutorials and see what's what with that.
12:31am - Watched some vids and moved into the living room. A little worn out from intense learning, so I'll probably take a break for a bit.
12:45am - Well I realized after a bit I don't really feel like playing video games right now, but I don't want to keep watching Godot tutorials yet either. So let's talk about that space game idea I mentioned earlier.
I was thinking about Infinite Space again, a great little game. It's the only space game I've played that put the player on a bridge instead of a pilot seat or a third person outside view. Well, occasionally you got a third person outside view, but it had these great bridge views during combat that I appreciated. It also gave you a huge crew (eventually) and visual novel style interactions with them.
There's not much I'd want to carry over but the game is still an inspiration to me.
I'm thinking it would be interesting to do something more open-ended, with a bridge focus instead of an external view or a pilot's chair.
I'm still not sure what sort of gameplay I would want though. Like, what do you do in space? And what kind of space? I've always got my hard sci-fi leaning problem. The game changes so much if you inject any realism at all. Infinite Space handwaved all their space tech.
I'd still really like to make a space game in one system, or a few systems connected by wormhole gates perhaps, that you have to slow-boat through in realistic space travel. No matter how advanced our engines or drives get, there's a human speed limit on acceleration and that gives us how fast we can actually go between celestial bodies.
That doesn't answer the question of 'What is gameplay?' though. What's the core gameplay loop? Who is the target audience? What do we actually do? I've got this asthetic in mind, and this setting, but no gameplay to bind it to. So that's frustrating.
2:11pm - Alright I think I've relaxed enough, I'm going to try watching some more Godot tutorials.
4:00pm - I'm taking a bit of a break again. I've probably been on break for a half hour now. Had a meal and watched a show, and now I'm thinking of trying a new Minecraft Mod.
7:33pm - Back to work!
11:37am the next day - I worked on and off until around 9pm when I went and laid down and then accidentally fell asleep.
We'll see what comes of today.
Well, we'll see what comes of today. I had another inspiration last night for yet another game, yet another space game too. I have no idea what I'll do with that, but inspiration at least helps me do 'something'.
For now I'm going to watch some more Godot tutorials and see what's what with that.
12:31am - Watched some vids and moved into the living room. A little worn out from intense learning, so I'll probably take a break for a bit.
12:45am - Well I realized after a bit I don't really feel like playing video games right now, but I don't want to keep watching Godot tutorials yet either. So let's talk about that space game idea I mentioned earlier.
I was thinking about Infinite Space again, a great little game. It's the only space game I've played that put the player on a bridge instead of a pilot seat or a third person outside view. Well, occasionally you got a third person outside view, but it had these great bridge views during combat that I appreciated. It also gave you a huge crew (eventually) and visual novel style interactions with them.
There's not much I'd want to carry over but the game is still an inspiration to me.
I'm thinking it would be interesting to do something more open-ended, with a bridge focus instead of an external view or a pilot's chair.
I'm still not sure what sort of gameplay I would want though. Like, what do you do in space? And what kind of space? I've always got my hard sci-fi leaning problem. The game changes so much if you inject any realism at all. Infinite Space handwaved all their space tech.
I'd still really like to make a space game in one system, or a few systems connected by wormhole gates perhaps, that you have to slow-boat through in realistic space travel. No matter how advanced our engines or drives get, there's a human speed limit on acceleration and that gives us how fast we can actually go between celestial bodies.
That doesn't answer the question of 'What is gameplay?' though. What's the core gameplay loop? Who is the target audience? What do we actually do? I've got this asthetic in mind, and this setting, but no gameplay to bind it to. So that's frustrating.
2:11pm - Alright I think I've relaxed enough, I'm going to try watching some more Godot tutorials.
4:00pm - I'm taking a bit of a break again. I've probably been on break for a half hour now. Had a meal and watched a show, and now I'm thinking of trying a new Minecraft Mod.
7:33pm - Back to work!
11:37am the next day - I worked on and off until around 9pm when I went and laid down and then accidentally fell asleep.
We'll see what comes of today.