Further, while 14-credits of classes is indeed a fairly heavy load, stranding myself at school for 40 hours a week assures I've a surplus of time to spend on other pursuits. This morning is about as bad as it gets - I'm barely here for an hour before being sucked into 3 hours of classes - I'm actually anticipating 5 solid hours of down time on Thursday night before I get to home.
So it looks like my little developing microcosm will enjoy riding around with me about the campus during the day. A small digitized pocket of giant bugs and struggling space colonists fending off pirates amidst the hustle and bustle of the Millennial Generation's gambits for future employment. The things I do to pass the time.
Three tips I can offer to aspiring developers:
- I've found that it's good to have a text file (or notepad, or whatever) that operates pretty much as a free write of game thoughts. This provides a nice backdrop for whatever you're working on, and is a handy reminder where I left off when I pick it up again the next day.
- I've found that it's a good idea to have a second text file (or notepad, or whatever) that operates as a "bug quashing" pad to keep track of thoughts that might occur to one as they're in mid-coding. That way, I don't forget good ideas or things I want to do before the next compile. Particularly hard problems can (and probably should) sit on the sidelines for a few builds as I incubate on the proper means to solve them.
- It's good for motivation to promise yourself a little time off at the end of the day from developing. Whether or not you actually feel like seeing through this promise is inconsequential -- just having that release of not forcing yourself to work on something does wonders for the motivation.
I've been in the beta for quite awhile, and I found myself to be largely disillusioned with my earlier pre-beta fanboy aspects. I was expecting a better City of Heroes: deeper, with more meaningful choices and consequences. What was delivered was a flashier, shallower game. There was more flexibility in character creation, but the choices offered felt much less significant. The statistic system was weak - there's little point to taking Strength, Dexterity, Ego, or Presence. Most of the powers in the game are attacks, there's disappointingly few trump cards to be found.
So, why consider shelling out $50 for the game, and another $60 for a discounted 6-month subscription (or, if I had another $140 on top of that - which is doubtful - a lifetime subscription)? Because I'm wagering that, sooner or later, the issue I'm taking with the game will be ironed out. It won't remain a shallow game for long, but rather what I'm witnessing is a young game, still wet behind the ears.
Well, this entry has fairly filled the time before class begins today, but I think I've said all that needed to be said at the moment.