There's something about a space game I want to make... but I can't quite isolate what that is. Therefore, I'm probably not going to realize that project -- at least not soon, I do seem to return to it too often for me to believe I'll ever give up on it entirely. However, it's really best everybody understand I'm not working on it now.
Why? Because I'm thinking the trouble I've been running into lately with my motivation is probably something related to my Caged Birds Can't Sing entry. That is to say that announcing what you're working on runs a risk of robbing you of all motivation to do so. However, up until now, the specific reason as to why are ambiguous enough for me to have not taken that advice seriously.
Reading The Now Habit recently, maybe there is one grounded good reason why announcing your progress kills your interest in developing: it gets peoples' hopes up, and this raises the stakes. Even though I don't really consciously feel the resulting stress, it's there on the level the muse operates on. It subtly shifts developing in BYOND from "dabbling for fun" territory into "unpaid job" territory.
So I'm going to fix that. Consider anything I've announced so far to be more or less null and void. It may not actually be null and void in that I might come back to it later, but the odds of finishing it are actually better if I'm under no obligation to finish it.
I'm not completely in the same boat I was before, because I think that the abstraction is good realization is a great enabler. Adding the bare minimum of what your game needs to be entertaining is more than a development time saver, it's also an incredibly good way to concentrate the fun by focusing on the things that are most important.
Jun 15 2009, 11:56 pm
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Abstraction is good was a great realisation, and pretty much one of the first steps to programming that stands the test of time. The world is full of interesting objects is another for an OO language like DM, both ones you see and ones you don't.
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