Early Phase Wilhelm Tell Game..yes or no..
BigDave
Member Posts: 2,239
It just happened again half way into my new game I lose believe in it.
Why this? I could make something monetising much better, maybe something with timers and currency? What the hell is this setting no one cares about that? Ive done a couple of this action skill based cool down battle scenes shouldn't I evolve and do something new? Why not make another Pewdiepie game I know they atleast make a couple dollars here and there even If the gameplay is less evolved?
Thousand thoughts..
Thats how it looks so far..
Comments
@BigDave I really love your games , I always play them for hours specially orcs. The simple graphics, sound effects , music and simple gameplay mechanic always catches me. I am sure you can get your thoughts into creating another good game ! good luck
Wilhelm Tell as a theme sounds very cool to me. I´d say, go for it!
Mental Donkey Games
Website - Facebook - Twitter
I think it's all part of the creative procces and the desire to always strive for perfection. If you were always satisfied with everything you did, then would there be room for evolving?
Just some thoughts
I always tell myself to try everything. Some things will stick and others won't. Find things that work and pitch the others. Eventually you'll have something that has been so well tuned that it will help you accomplish your goals. You'll never know unless you go for it.
I just want to say thank you @BigDave . You're really an inspiration to me.
Shelve it right now ! It could be the best game in the world (like all your stuff it looks great to me) but if your heart is not in it then you shouldn't be working on it (you can always come back to it in 6 months when you might think 'hey, this is actually pretty damn good')
Goodwill is an issue here too, if you are someone who people like / admire / respect then asking "hey, is this any good?" will only ever get one response, it's like asking a mother whether she thinks her child is beautiful, family, friends (even forum friends) will usually only tell you want you want to hear (or what they think you want to hear).
Is the game good ? I don't know, but you need to be working on a project you are excited by, come back to this idea when you have loads of cool ideas and enthusiasm for it.
P.S
Everyone goes through the same rollercoaster, the initial enthusiasm "OMG this going to be the best game ever", a month later "this is an absolute pile of crap", a week later "maybe I need to stick a dubstep track on it ?", 2 hours later "OMG, this is great, I wonder what I'm going to say in first interview after I get to the number 1 spot in the App Store charts", 2 days later "Oh god this is pointless, maybe I should have just made a Flappy Bird clone", one of your friends tell you your game is cool: "OMG he's right, this is fantastic maybe I should try bigger bullets", 12 hours later "ok, it's obvious game development is not for me, this is a load of crap" . . . . etc etc
Socks (currently working on a crap game)
Great advice @Socks ! Well put.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
@Socks great and true
"Shelve it right now !"
"if your heart is not in it then you shouldn't be working on it"
"I don't know, but you need to be working on a project you are excited by, come back to this idea when you have loads of cool ideas and enthusiasm for it."
I did it yesterday reading this today the is a great support, i am very thankful for!
This morning I already made 6 new prototypes of core mechanics and dropped em again.
Digging..always digging.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
Cheers Hopscotch !
Yeah, that's what you need to be doing if you get stuck in a rut with a project, experiment, the fact that you've tried 6 ideas and then jettisoned them all is healthy - rather than "I came up with 1 idea this morning and I'm going to work on it for 4 months”
I think any developer should have an overarching philosophy of what the want to achieve and how they want their work to be understood. That narrative should help guide your creative direction. When @RP and I started working together we spent months discussing these very topics. Together we formed the fundamentals of what our long term creative goals were. Ever idea we decide to do goes through this filter first then we discuss the rest. Most time we have too many ideas and this foundation helps to narrow down our ideas.
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
@BigDave, also, show your prototype to some acquaintances, early and often.
Get a fresh view on things.
I have sat on a concept which felt like it had promise, but something felt wrong. After demoing it to some people, listening to their "wouldn't it be cool if..."'s, I now have two fun and different game concepts out of one iffy game that probably would have stayed in my over full "prototype" folder.
MESSAGING, X-PLATFORM LEADERBOARDS, OFFLINE-TIMER, ANALYTICS and BACK-END CONTROL for your GameSalad projects
www.APPFORMATIVE.com
@BigDave Getting people's written feedback of the game always motivates me to even higher levels than I already was. Which happened when I let people test the game a few months back, their feedback motivated me to cover more ground much more quickly than I would have working in a bubble.
I've been working on my game for nearly a year and 11 months now, I haven't been able to lose interest in it, just the level of interest changes, I've just been adding everything I planned out into the game, just this week I finished adding the last mechanics, gem powerups and external skills, and I'm just refining the gameplay now to make sure the external skills don't overshadow native skills.