Scratch That

Well, it looks like I messed up. The name I had been running with is actually already used by another recent game. Which is a pity, as I was really starting to like the logo.

On the plus side, however, the part I liked most about the logo can remain, and the part that needs to change is really easy to change. So I set about vetting some alternate titles today, and I'm narrowing the field. In fact, I may have an alternate that works even better. Score one for constraints producing better work, I guess?

I also did a bit more mobile debugging today. I think the new demo data file I worked on solved one of the skill-select problems we were encountering in the demo. However, as I went to test some other demo limitations, I noticed the demo region of the map wasn't working as intended. "Cool!" I thought. "Maybe I can fix that!"

Turns out, maybe I can't. At least, not yet. I got tangled in the mouse vs. touch input code, and I may need to defer to Tiago's skill in this area. Or at least approach it with fresh eyes. It was good to get in there, though, if for no other reason than to learn a bit about the new mobile code.

Also, I've been running into motivational walls off and on this week. I think it's been a while since I've had a visible, measurable success that I could share, and that always cuts my momentum. Hopefully, tomorrow is more inspiring (and productive) for me!

Comments

linibot's picture
linibot

Constraints: The most underappreciated creativity tool. If a project doesn't have any, it's often a good idea to invent some. Not even kidding. Motivation on the other hand is overappreciated for how badly it works when you most need it. The power of habit which makes you just sit down and get on with it despite feeling bored is far more useful.

Sorry for the armchair philosophy. ;) Been thinking about these things alot these days, trying to make up for lack of inspiration by just not thinking too much about it and plodding on, while trying to use semi invented constraints to keep me from being too bored. This too shall pass - doesn't it always? :)


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Malacodor's picture
Malacodor

Coming up with actually good ideas is far easier these days, than thinking thoughts, that haven't been thought before. Also, it should be prohibited by law to waste good names for shitty games. ;-)

Ran around with a clown mask before it was cool

dcfedor's picture
dcfedor

@linibot, I think "plodding on" is also an underappreciated creativity tool. There's no substitute for hard work in art. Every shortcut I've ever used resulted in worse output than just getting in there and dirtying my hands.

The one exception, perhaps, is vacation. Sometimes getting away from the work trumps hard work, in terms of output quality. The trouble is, it's never easy for a workaholic to admit if they need a vacation :)

@Malacodor, originality is indeed harder as time passes. Though, one fortunate byproduct of this is more interesting names.

In the early days, devs could name their games things like "Spacewar," "Asteroid," "Adventure," or "Combat." But as time goes by, we have to dig deeper, and we start moving away from generic ideas to more specific ones.

I think that if "No Man's Sky" were developed 30 years ago, it would be called "Space Explorer." Personally, I'm glad they had to dig deeper :)

Dan Fedor - Founder, Blue Bottle Games

Malacodor's picture
Malacodor

"Leisure Suit Larry in the Land of the Lounge Lizards" is from 1987, while "Planet Explorers" is currently in beta - to name a few counter-examples. My impression is that most devs either simply invest more and more time to find a simple name, that isn't taken yet or just slap more and more generic words together, resulting in names too long for many people's attention span. Enforcing creativity either doesn't work or isn't necessary in most cases. If it works for you, which I hope, you're an exception.

Ran around with a clown mask before it was cool

dcfedor's picture
dcfedor

Well, my latest "bright idea" just slammed into yet another existing game. Back to the drawing board :)

Dan Fedor - Founder, Blue Bottle Games