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Lessons learned

So, I completely fell into the trap of feature creep. This is particularly annoying because I KNEW it was a risk and first games should be kept simple. Despite this, I ended up spending so much time trying to figure out and implement new features that I wasn't actually progressing.

So I have had a good talking to myself, reminded myself that this is my first attempt and "This would be great" doesn't necessarily mean "I should add it". I've also told myself to just relax about using the character generator, it's fine. It's not a commercial game, and trying to design art was detracting from actually working on what is important, the story.

(I totally understand that the community likes custom art. But I need to decide where to focus my time. I may or may not go with a pixellated effect for the characters later, depending, but I am going to stop letting it distract me from this.)

I also have to stop wasting time trying to get the mapping perfect. It's a dialogue based game, that and the storytelling are more important.

In a way, it was easier when I assumed no one would ever play this but my wife. :D I got caught in the trap of wanting to please people too much, because I was so touched and pleased (and still am!) that people showed interest. I just have to be realistic about, while I want this to be as good as I can possibly make it, I'm a newbie and it's always going to be a learning experience.

Anyway, the upshot of all this is, once I'd decided to drop all the "they would be awesome" features and strip it down to the basics (storytelling), I suddenly started making progress again! I got more down in two hours yesterday than I have in ages. :D And it's fun again.

My current goal is to get the first act playable as a beta demo ASAP. All the variables for later in the game may not necessarily be in place, as I need to play with weighting, but the first stage of storytelling should be there ASAP.

The only thing I want to mention is that my little nine year old cousin told me he wants to be a game developer when he grows up, so I got him RPGMaker in the Humble bundle. :D He has been working on a Game Maker Pacman clone for the last year.

Also, I'm continuing to learn to code, if not for this project, for later, because it's fun.

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That's a common error between newbies. I comitted the error of wanting something cool in my first game as well, and since it was something hard and I had to learn to code that, I wasted a lot of time, so I had to change that mechanic to something simpler, and now I'm content with it. :) (I still have to finish the game tho ^-^;)

But trying to please everybody is a huge error that you have to wipe away ASAP. You have to make the game YOU want, not what others want. :) You can mind people's opinions, but you must always like what you're making.

Anyway, I'll wait for more updates! ^o^
The worst is that I knew these were traps, and still fell into them. :D But I'm having fun again now.

I'm still learning to code, but not with this game in mind.
Yeah... it's so easy to get excited with an idea ^w^; XD

Ah well, it doesn't matter :3
I hope your game makes progress!

I had this ridiculous but apparently wonderful idea of stealing a mechanic from Imagine: Ballet Dancer (which is a fantastic game, honest)... but INSANE amounts of work for very little added gameplay, when I look at it rationally. I might have to ditch the minigames altogether, reluctantly, if I'm ever to get this playable.

My one year old toddler seems to like "playing" it on my lap, at least! Bright colors will do it every time.
Thank you ^w^

You could think of it as a book: Is it necessary for it to be in the game? If not, you could wipe it out. (Remember that a reason could perfectly be 'Yes, to make it more entertaining', since it's a videogame, but be careful). :)

Kids love vivid colors, that's why their toys are so brightly colored XD (I miss being a kid ;_;)
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