UBON'S PROFILE
ubon
66
sleep don't pacify us until
daybreak sky lights up the grid we live in
dizzy when we talk so fast
fields of numbers streamin' past
daybreak sky lights up the grid we live in
dizzy when we talk so fast
fields of numbers streamin' past
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When to decide enough is enough?
it's a common fallacy among inexperienced workers in any medium to directly correlate time, effort, and quality
"if I spent the entire day trying to decide how the protagonist's hair should look," they say, "then that is a solid day's worth of effort."
"if I only have nine hundred more of those days," they say, "my game will be the greatest in history."
rome wasn't built in a day, but you are not building rome. you have not even assembled the architectural plans for rome. you have built a couple of fountains and a couple of walkways and now you're arguing with yourself about where you should place your seven separate coliseums.
the truth is that time is not necessarily effort, and effort alone does not necessarily lead to quality. how difficult something was to make is, at best, a minor footnote in its story. how long it took is even less of a Thing -- it's nothing but a hyphen between two numbers.
there is no trick to making a game
always learn, and always move forward
if you have a better process, please let me know
e:
yes, you want it to be everything. if you think this is a doable goal, we can close this topic right now and you can go on your merry way
"if I spent the entire day trying to decide how the protagonist's hair should look," they say, "then that is a solid day's worth of effort."
"if I only have nine hundred more of those days," they say, "my game will be the greatest in history."
rome wasn't built in a day, but you are not building rome. you have not even assembled the architectural plans for rome. you have built a couple of fountains and a couple of walkways and now you're arguing with yourself about where you should place your seven separate coliseums.
the truth is that time is not necessarily effort, and effort alone does not necessarily lead to quality. how difficult something was to make is, at best, a minor footnote in its story. how long it took is even less of a Thing -- it's nothing but a hyphen between two numbers.
there is no trick to making a game
always learn, and always move forward
if you have a better process, please let me know
e:
author=Xenomic
Though I'm confused as to where the "has no idea what he wants out of the project" even came from. I'm pretty sure I know what I want out of my own game? o_O??
yes, you want it to be everything. if you think this is a doable goal, we can close this topic right now and you can go on your merry way
Horror Developers
there's maybe one part of space funeral that you could call "horror" and it isn't really that scary
but I'm agreeing on the basis that everyone should play space funeral
but I'm agreeing on the basis that everyone should play space funeral
When to decide enough is enough?
oh, you posted while I was editing
I'm just gonna post this again, then:
I'm very much pro-Doin-A-Thang, and I understand how you could think that these changes we're proposing will slow someone down, but here is a man who has not put together a full (editor's note: I should have said "appreciable" xoxo) product in five sustained years and has no idea what he wants out of the project. some changes are obviously necessary.
clearing the brush and paving a road blocks it up for a day or so, but makes travel on it much quicker
you get me?
(I also understand the impulse to leap to the defense of someone receiving criticism. however, he literally asked for it, and the advice he's had so far is generally agreed upon by actual published game developers as suitable for his situation. by pretending that none of this is valid using your platitudes and rushed examples, you are doing him harm. you understand? we're not going to eat him. we just have advice.)
I'm just gonna post this again, then:
I'm very much pro-Doin-A-Thang, and I understand how you could think that these changes we're proposing will slow someone down, but here is a man who has not put together a full (editor's note: I should have said "appreciable" xoxo) product in five sustained years and has no idea what he wants out of the project. some changes are obviously necessary.
clearing the brush and paving a road blocks it up for a day or so, but makes travel on it much quicker
you get me?
(I also understand the impulse to leap to the defense of someone receiving criticism. however, he literally asked for it, and the advice he's had so far is generally agreed upon by actual published game developers as suitable for his situation. by pretending that none of this is valid using your platitudes and rushed examples, you are doing him harm. you understand? we're not going to eat him. we just have advice.)
When to decide enough is enough?
author=bulmabriefs144
It's better to have a "feature creep" mish-mash put together and submitted than something that never gets published because the creator doesn't want it to be finished.
you do know that half the problem with feature creep is that it puts a project into development limbo, right? "well, at least it gets things released" is not a thing you can say about feature creep unless I've woken up in a completely different world with a different set of rules.
I'm very much pro-Doin-A-Thang, and I understand how you could think that these changes we're proposing will slow someone down, but here is a man who has not put together a full product in five sustained years and has no idea what he wants out of the project. some changes are obviously necessary.
clearing the brush and paving a road blocks it up for a day or so, but makes travel on it much quicker
you get me?
author=bulmabriefs144
Where is Kingdom Hearts III?
it came out for the PSP in 2010 and got a final mix in 2011
or if that doesn't count it came out for the 3DS in 2012
I don't really know what you're trying to say here, they're churning out kindgom hearts games like crazy
Horror Developers
Circle you, Circle you Game? (Kagome, Kagome)
the execution does account for, like, half the product. these tend to continue the way they start, though, and holding up a pretty generic PV as the end-all be-all of horror isn't what I'd call the strongest of stars.
you can only sit through so many formulaic "Linda Blair appears, smiles at the camera, something spooky happens" affairs before you start to wish people would deviate just a little bit, you know? there's something fundamentally silly about people who make horror games being too scared to try diverting from the rut the bulk of horror games have worked themselves into.
you can only sit through so many formulaic "Linda Blair appears, smiles at the camera, something spooky happens" affairs before you start to wish people would deviate just a little bit, you know? there's something fundamentally silly about people who make horror games being too scared to try diverting from the rut the bulk of horror games have worked themselves into.
so I decided I'd try throwing together whatever default stuff I had on hand, using default behaviours...
http://www.webgel.net/bf/butts.swf
monobear, how high can you jump?
(it's partly my fault for leaving the gravity so low but I couldn't bring myself to change the results)
monobear, how high can you jump?
(it's partly my fault for leaving the gravity so low but I couldn't bring myself to change the results)
Horror Developers
I've heard Miserere compared to Yume Nikki, but I haven't played it very far and can't really vouch for whether it's strong enough on the horror aspect to be included here. all the same, you might want to give it a look and decide from there (unless you want to go into all of these blind, I guess.)
Post an insane lie about the person above you
When to decide enough is enough?
author=bulmabriefs144
On the other hand, there's something to be said for caring enough to put those extra features in.
In the rare event all the extra features work together, you don't have a mish-mash, you have something else. A masterpiece. A masterpiece is what happens when you put art first, by not skimping on stuff, and the art actually says something meaningful. It's generally difficult to pull off, because it's a very fine line of knowing when to stop (too long spent on a project, and you lose perspective).
you can set this to the most inspirational music you can find, but a masterpiece still isn't created by throwing a load of half-baked ideas into a blender. you're confusing the phrase "giving it your all" with the "I dunno, put it all in there" philosophy that leads to feature creep.
will a game sometimes be something good despite the ineptitude of its creator? absolutely. but does this mean that we should all just act at random in the hopes of triggering this one-a-million chance?













