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RMN NEW YEAR’S RESOLUTIONS 2016 (AND A LOOKBACK AT LAST YEAR’S SUCCESSES AND EPIC FAILURES)

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Happy the flippin new year to you all. Pardon if this post is a little fractured or something, I feel like I'm an old man even at 27, seeing how much the drinks at the friend's party I went to seem to have affected me. @_@ I don't even think I put that much in my mix, what the hell is...

Right. Gam Mak stuff.

Stuff I did good this year:
Entered a game in a major offsite contest. Made it into the top 20-ish out of 90. The game is pretty damn awesome. Yay for me.

Stuff I dun goofed this year:
Had to be honest with myself and put a game on hiatus because I'm not working on it very much if at all right now and I can't pretend like it's gonna be done in the near future. :(

And I had to scrap a lot of story stuff for a project because I overscoped it and made a whole new game world when I have an existing one I want to make stuff in already what was I thinking?!

Resolution for the year:
Same as always. "Try to stay awesome, and continue to grow and learn".

Stuff I wanna do Gamedev related:
Put out a game of some kind this year. At least one.
Oh .. rmn-related accomplishments. So much happened irl I barely took notice of that.

- I started being less active and less active writing reviews (I have my focus elsewhere, really. But a few every now and then would be neat).
- I have been drawing more and entered the let's draw event which was fun!
- I did translations for two games (both of which are near its completion and look pretty good so far)

I think I'd like to hone my drawing skills some more. I may help out a friend with it, too. Plus I've got so many great reference shots! Gonna be fun.
I may also try pixeling again, I didn't go back to it after I got my tablet and the precision was off (plus hand- and method-swap)

My focus is really on self-growth right now.
Throughout the year I finished my abitur (in a really, really stressful fashion), fell in love for the first time, got the short end of the stick, ended the relationship after futile efforts, I got close to a now best friend, I cracked open many of my emotional blocks, I learned a whole lot of things in all kinds of areas (like what it's like to be cared about!), started university, got knocked down by my health, but also found a way to heal myself now. Also, I discovered I like writing sonnets or poems.
Let's say it was busy.

Goals for the next year

- cure MCS, become healthy
- mend all kinds of negative beliefs that have stuck around ever since my early childhood, reforming them into something positive and worthwhile (like "I am not important" to "I am important and proud of my accomplishments")
-> become more of a whole person
-> become able to enjoy closeness to other people
- have great fun with a guy (maybe)

I should write get back to university well, but .. that's for autumn, practically. And really not my first priority.
I say that's a simple compact list. With all the research I had done the last years and the reflection and inner perspectives I have gained throughout the last.. I'm ready. And I started already. It's not easy.. at all. But there's only one way and one possible choice.
Yellow Magic
Could I BE any more Chandler Bing from Friends (TM)?
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Alot of great stuff about self-growth, guys. Loving it.

RM-wise, in 2014's topic I wrote that while I didn't expect to make any games in 2015, I'd hopefully continue LP'ing.

Last year, I made a tiny little thing for an event, Being Yellow Magic, that I really enjoyed making and am honestly quite proud of. I also LP'd a bit, but quit due to personal issues later in the year (really sorry about that, Kory_toombs and bulmabriefs, if you're reading).

It might be a spur-of-the-moment thing, but I just finished watching The Man in the High Castle, and was really inspired by it (highly recommended watch, obviously). While I don't want to make a game in the same setting, I'd like to aim for a similar sense of scale in terms of world building and political intrigue.

It's not something I've thought about since I worked on Character back in 2011, but I recently revisited said project and I think it still holds promise - so there's a chance I could work on it once again. Otherwise, I'll try to come up with a different setting altogether.

Either way, the goal is a much longer, story-driven project than any of my previous projects to date, so I'd have to make sure I set aside the time to work on it along with all the other things I want to achieve this year. Time management will be key.
Well, I just joined last year, and I got a lot more done that I actually expected myself to.

-Made account
-Actually used account
-Made a game in a few days (totally not like me)
-Did not use RTP for that game
-Game got more attention than expected Expectation was 0

This year I really want to finish what was supposed to be my first game. I've been working on the beginning stages for so long it's ridiculous. I also need to finish all the games I downloaded but didn't actually open. Also hoping to write more reviews.
More or less, just try to be more pragmatic as a human (and a developer~ XD)

Great quote on Jazz that also applies to game-make:
"It is true of any subject that the person that succeeds in anything has the realistic viewpoint at the beginning and that the problem is large and that he has to take it a step at a time and that he has to enjoy the step-by-step learning procedure. They’re trying to do a thing in a way that is so general, they can’t possibly build on that. If they build on that, they’re building on top of confusion and vagueness and they can’t possibly progress. If you try to approximate something that is very advanced and don’t know what you’re doing, you can’t advance."

I returned to working on games in 2014, but this was the year I truly flourished and learned what I was doing. I went back to basics. Any work I had done before that, I think, I was partially running on autopilot. Especially during 2007-2010, it was all a big clusterfuck of confusion.

In my personal life
: I really took this year by the horns and got started with a great small company in my first post-grad job. I bought my first apartment in the city. I've become much healthier, and definitely more humbled. I've learned self-discipline, and how to budget (mostly XD); when I had been a pretty impulsive spender in younger years. I let go of many friends who started to feel like baggage.

RM Wise: This will be the year that I finally put Beloved Rapture behind me, and start on something genuinely new. As the old adage goes; it takes 5-10 years to truly "master" a craft... and hell, they weren't kidding lol. Fundamentally, I'd like to go in a vastly different direction with my next project -- something in a grittier genre, a modern setting... something Huxley-esque and with more social commentary.

Most importantly, I rediscovered that creating art is (hard) work. At the beginning, I think every artist secretly believes that he or she will be the exception. The prodigy. The outlier. That one-in-a-million person to whom it just comes naturally. We want to believe that artists are inspired by divine breath. And while that may be true for a (very) select few, it still takes work. With game design, we want to believe our first game will be a crowning triumph without breaking a sweat. The reality is that it can take hundreds of hours of dedication, just for an experience that hardly lasts a couple of hours.

.. So I suppose most essentially this year, I've learned a sense of patience, and the resolve to follow-through.
charblar
"wait you made this a career?"
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Last year: I will finish game
This year: Screw the old one I will finish the other game.
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