#oneaday Day 694: The joy of hyperfixations

I've done a lot of work on my Secret Creative Project over the course of the last few days. I am feeling a strong amount of Autistic Hyperfixation Energy on it right now — even if I do often have to juggle this with the equally autistic tendencies to fiddle around with the bits I've already created over and over rather than continuing to make new bits.

Thus far the project is standing at 16,826 words. I anticipate that by the time I finish this — which will be a pretty long time from now — that number will be in the high six digits at the very least. There's a lot of work still to do, but I feel good about this; I feel like this is a worthwhile undertaking, and one that I'm enjoying doing.

It's not something I plan to make any money from; it's not something I plan to plaster ads all over; it's not something I'm doing to "be famous" or anything like that. It's just a project based on something I enjoy that I think will help others to enjoy said thing as much as I do. Plus it's an excuse for me to dive down some thoroughly interesting research rabbit-holes.

Doing this is reminding me that I love writing, particularly about the things I'm passionate about. (Go on then; I'll give you a little hint as to what the project is about: it is, perhaps unsurprisingly, about games.) I love the little journeys that bits of research take you on; I love trying to craft a narrative from those nuggets of information you find; I love trying to get my enthusiasm across in a way that is hopefully enjoyable for the reader to engage with.

I don't know if I'll ever finish this. I would certainly like to, and while I'm feeling the strong Autistic Hyperfixation Energy, I intend to keep taking advantage of it as much as possible. I reached what I consider to be the first major milestone in the project this evening… out of many milestones along the way, yes, but a significant one, nonetheless. It feels like finally cresting a particularly steep hill, so I am going to "reward" myself with some nice relaxing time tomorrow. I haven't played Pragmata for a few days and need to get back on that, but this has been taking priority while I've been feeling very much in the mood for it.

On that note, though, it's after midnight, and I think I should probably get some sleep now.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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#oneaday Day 691: It is my birthday

It is my birthday. I am 45 years of age today. I have had a reasonably nice day — I took the whole beginning of this week off — but to be honest I didn't achieve what I initially thought I was going to achieve in this time off. I thought I was going to make some videos, but it turns out I have not done that. Instead, I have made some headway on a Mystery Creative Project I teased a while back.

I'm still not going to tell you what it is, because my aim for it is to finish it before unleashing it on the world, rather than doing it piecemeal. My reasoning for this is that… well, I have prior experience. At one point a while back, I started doing a website whose long-term intention was to go through every cartridge available for the Philips G7000 "Videopac" computer and write something about all of them. I stalled on that project for various reasons, and at some point a WordPress update broke my layout on the page and I haven't been able to summon up the mental fortitude to go and fix it. As such, it's just sort of sitting there in a broken, unfinished state, and will likely continue to do so.

My thinking is that if I work on this thing a bit at a time, trying to knock off a little bit of it every day, I'll have something impressive to show off when it's complete. (Once it's "complete", it will continue to evolve by virtue of what it is, but there will definitely be a moment when it reaches "version 1.0" status and I am happy to reveal it.) Conversely, if I were to launch what I've done now, people might just go "huh, cool", realise there's not all that much to it yet and then never think about it ever again.

So that's my plan. And I've made a good dent in starting this whole project over the course of the last few days. Starting these things is always one of the toughest bits, because you keep thinking of little bits and pieces you might want to do to refine the experience — and if these revelations come too late, it can be a bit of a faff to implement them. Thankfully, I'm happy with the situation I've got things into now, and I can now focus on the real meat of the overall project.

Make no mistake, though, this project is going to be a lot of work. There is somewhere in the region of 800 "little jobs" to do in the name of putting the whole thing together, and so far I have completed (counts) nine. Still, every journey begins with a single step and all that, and now I've got started, I feel like I can bang out a bit of this whole thing each day until it is all done. And it is something that I think will feel good when it is finished.

I apologise for being vague about all this, but hopefully you understand my reasoning for it. I want the grand unveiling of this thing, whenever that might end up being at some indefinite point in the future, to be a worthwhile and meaningful event for those it is relevant to. And I feel like teasing it too early will be counterproductive to that. So this is the approach I'm taking. And this probably won't be the last time I mention it in such vague terms. But you'll see… eventually. Hopefully, anyway.

On that note, I'm off to take a break from this self-inflicted "work" and enjoy the rest of my birthday before I have to go back to work tomorrow.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

If you want this nonsense in your inbox every day, please feel free to subscribe via email. Your email address won't be used for anything else.

1160: Spoilers Ahead

After writing yesterday's post and doing a little more work on it today, I've decided that I would actually quite like to talk about my RPG Maker project a little more rather than being unnecessarily vague and obtuse about it. Those of you reading who like the concept might be able to give me some motivation to continue with it in the long-term, then, which is probably going to be a valuable thing if (when, more likely) this initial burst of enthusiasm runs out.

However, I am also conscious that discussing some things about this project may constitute spoilers of various descriptions, so I am going to add a "read more" tag to this post so those who would like the finished product to remain a complete surprise can avoid it if they desire.

So, without further ado, click the link to continue reading if you want to… otherwise, I'll see you tomorrow!

Continue reading "1160: Spoilers Ahead"

#oneaday Day 793: It Takes More Than Seven Days to Build a World

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I'm making a game. This is not the first time I have said these words, nor will it be the last time, but I have a good feeling about this one. A vision. Only one past amateur development project I worked on (known as Pie-Eater's Destiny) was ever completed (twice if you count the subsequent "Gold Edition" remake) and a third (The Adventures of Dave Thunder) was going extremely well but then unfortunately lost when an old computer died without warning. (Note to self: BACK THE FUCK UP) This one, though, feels like an idea that has legs, and I'm looking forward to bringing it to life, to mix metaphors for a moment.

No, you won't be getting any details on what this project is just yet save for the fact that I'm using it as a means of trying out the latest version of Enterbrain's excellent RPG Maker software, RPG Maker VX Ace. I've used several iterations of this package over the years and each has its own quirks and foibles. Previous version RPG Maker VX turned out to be a bit of a misstep which seemingly stripped out features rather than adding them, but from my limited experience so far, VX Ace seems to be an excellent piece of software with plenty of flexibility.

One of my favourite parts of creating a game — or indeed any story, since I typically have aspirations to create narrative-focused games, even if I never finish them — is creating the world and the characters who populate it. When building a map in RPG Maker, I'll find myself visualising its context in the world — in the case of a village or town, I'll think to myself "right, this person lives here, this person runs this shop, follow this path and you'll get to…" and so on. In the case of a dungeon I'll resist the temptation to use the random map generator and instead design a dungeon which makes some degree of contextual sense, even if it may descend into bizarreness at times. (The lava flow in the opening "wine cellar" dungeon at the beginning of The Adventures of Dave Thunder was a particular highlight, which our hero lampshaded quite nicely at the time he came across it for the first time, as I recall.)

I've always been this way with level construction. The earliest instance I can remember was Wolfenstein 3D, whose map editor gave me many, many hours of enjoyment and, thanks to CompuServe, even netted me $200 when ten of my levels were included in the official Apogee "Super Upgrades" expansion pack for the game. When building my selection of maze-like levels for id's Nazi-bashing shooter, I enjoyed thinking of the "real" context for these rooms and tunnels. As such, I ended up with some memorable "setpiece" confrontations (or as close as you could get to a "setpiece" in Wolf3D's limited engine, anyway) — the one that sticks in my mind most is the one where you've crept through some moss-filled corridors in search of a Nazi secret base and open a door only to discover that a briefing is apparently in progress. One of the "officer" enemies was standing at the front of the room next to a "map" texture, and the rest of the room was full of the standard trooper soldiers all facing him. (I wasn't a monster for game balancing; I provided the player with a chaingun and plenty of ammo before sending them in to mow down this little gathering. Hey, I was a teenager. Subtlety wasn't in my vocabulary.)

The point is, I found myself thinking carefully about every block I put down, every object on the map. Everything had a purpose, a place, a story behind it. I enjoyed visualising that world in my mind and then bringing it to life on my computer screen. It was inordinately satisfying to be able to hoon around a world of my own creation and think this came from my BRAIN. I feel the same way every time I create a new map in RPG Maker, every time I make a track in TrackMania, every time I build something in Minecraft. And if I had any clue whatsoever how 3D level editors worked (I've tried and failed numerous times) I have no doubt I'd feel the same way there too.

As you may have gathered, today has been about world-building. I've only created a tiny, tiny piece of what will eventually become this game's world, but already it's bringing those old feelings back. Hopefully they'll provide the motivation to take me through to actually finishing a game project for once.