Back on Day 793, you may recall that I mentioned I was working on a game and that I was quite enthusiastic about it. Well, it stalled somewhat for various reasons — work, general lethargy, moving house, jury service, many other reasons that aren't really excuses — but this week I've started working on it again, and it's a good feeling.
To be honest, doing what I'm doing was partly spurred on by this painfully accurate article from The Onion. I figured that I'm in a relatively good position right now — financially secure, working in a job which is reasonably challenging at times but which leaves me with plenty of free time — so instead of sleeping until 10-11am (usually unintentionally) I should make use of some of that extra time. As such, I've been getting up a bit earlier and, well, making use of some of that extra time.
In the previous post I linked to, I talked about how much I enjoy the world-building aspect of creating a game. Today, I've been rediscovering the joy of populating those locales that I've created with people. Specifically, the stuff I've been working on over the last couple of days has been the first appearance of the story's main characters, so it's been an absolute pleasure to see these characters I've had in my head (and a Google document) finally appear on screen and act the way I've told them to.
I'm going to do that annoying developer thing and not talk in specifics about the project because I'd like some aspects of it to remain a surprise, but I will say a few things about what I've achieved so far.
Thus far I've got a controllable protagonist and an interactive introduction sequence that introduces her, the setting and the context of the story. I've got some sequences where the player is able to make choices and subtly change some of the things that occur next. I've laid a few "hooks" for future interactions between the protagonist and other characters, and I've put together the story up until the point where the protagonist meets up with the other main characters. And, as I type this, I've composed the initial conversations between the protagonist and the other characters — including, again, a few events that change a little bit according to choices that have been made.
I'm deliberately keeping things relatively unambitious with this project, as I would very much like to actually finish it at some point. It's a concept that I really like and would very much like to carry through to completion, so I'm keen to try and devote some time to it. One thing that was stopping me was a lack of certain art assets that I needed to progress, but now I've found those (or at least got some solid placeholders put in) I have, as far as I can make out, everything I need to pick up this project and run with it, motivation and free time permitting. Aside from the art assets I was lacking, most of the other stuff I'm using is either RPG Maker's built-in content or publicly-available/royalty-free stuff. The somewhat "generic" nature of using built-in and publicly-available assets is entirely deliberate — if and when it's finished you'll hopefully see why I chose to go that route. It wasn't just laziness and/or a desire to get up and running without having to worry about creating custom content — though being able to work with pre-made character sprites and the like certainly makes working on this a bit easier.
I'll leave it at that for now, and if I make any significant progress that I'm happy to share in the near future, I may drop in a few screenshots here and there. Suffice to say that for the moment, I'm happy with the way things are going and hopefully I'll have something more to share soon.
[Side note: Day 100! Yay. This marks my 448th day of blogging every day. I've been half-tempted to start numbering the posts from when I originally started again, but then that will just get confusing. Perhaps I'll put the total number at the end of each post or something. I don't have an eventual goal number in mind—I fully intend to keep doing this until I can't do it any more, for whatever reason. But given that I continued writing through the disastrous events of last year, it'll take something pretty severe to stop me being here every day. Now, on to your regularly scheduled blog post.]
I've never seen myself as the "leader" type. I follow orders well, but when I'm asked to take charge of something, I find myself thinking whether or not I'm "qualified" to make those decisions, particularly if they're on behalf of other people. Now, I'm a qualified teacher, so in the most literal sense of the term I am qualified to make decisions on behalf of other people. But if you're the sort of person who suffers a bit from self-doubt or a lack of self-confidence, then it's difficult to make yourself get into a position to "lead" others.
The few of us who are still flying the #oneaday flag are closing in on the grand finale. 365 posts of non-stop bollocks, some of which might have been entertaining, some of which may have been utter nonsense. If you haven't checked out the fellow survivors' blogs yet, I encourage you to pay
I'm actually surprised I've managed to go for 256 days without running out of things to write. Whenever I consider pitching an article idea to somebody, you know, "proper", it concerns me greatly that my brain will just zone out and forget how to be creative. But if this blog has proven one thing, it's that it's possible to come up with something that is at least readable every day.
Gamers spend a considerable proportion of their lives justifying their hobby. This is not the way Things Should Be, of course. No form of media or entertainment or hobby should force its enthusiasts to become apologists. But such is the way of things.











I think I might be bipolar.