Finally sitting back down in front of my source code and trying to pluck away and get back into the groove of game development, I had a block. I couldn't think, I couldn't write anything, I just couldn't make things click. I decided to take a few days just to chill. I played The Quest(which you should totally check out) and hung out with friends. In the end, it was a good time, but I felt the gnawing codependency on creation gnawing at the back of my mind. Yesterday, I sat back down after my short hiatus. Still stuck.
The wall continued on through this morning. I didn't even open Doomer when I got up this morning. Instead I booted up one of my favorite kill-a-few-minutes game Eldritch and blasted away some obtuse, otherworldly creatures. Something snapped. Ideas began to flood in and I wrote, like, 9 sticky notes with new enemies, weapons, areas, characters and food items. It was amazing. Like a brain orgasm. A BrainGasm.
Ok, so that was way too much talking to explain how things have been going this last week. In the end, the first thing I did after finally dying in Eldritch, was to pop over to Doomer and implement some lore related effect.
The first, and I think best, is the relationship between the captured allies and the enemies, the Collected. Now, on Tuatha Station there were a lot of security personnel (Good security personnel? That remains to be seen) many of which were killed when the station was taken, some were trapped or captured by the invaders. These remaining personnel can be rescued by the player. BUT! These captured innocents aren't bulletproof.
In other news, I'm moving Doomer from a prototype to being an alpha! What does that mean? Not alot! It really just means that I'm now looking to expand the pool of testers and I'm starting a search for someone to make it not look awful (it looks pretty awful right now... right?)
Thanks for reading, I swear neither of those developers paid me to plug their games, they're just really good games. . . really good. Like, so good.
just one week from retirement.