Post number #1025213, ID: 1182fb
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Just, don't. Go with the flow. You don't need checklists or big plans or a complete overview of exactly how it should be. I fell for that corporate mindset when I was younger, feeling like I had to write out documents of shit before actually doing anything, and that's why I never actually made anything Don't fall for narratives of "the correct way to do things", it's art, it's a creative process, it's expression, communication. It's an open dialogue with yourself. Be messy with it
Post number #1025236, ID: 00c9b2
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gurl, are you new around here? or are you talking to another gurl?
Post number #1025241, ID: 1182fb
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>>1025236 The "plan vidya" thread isn't something I'm interested in responding to, but it made me think about this, so I made this thread
Post number #1025256, ID: 9971b6
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>>1025241 ok gurl, since 50k don't actually read anything on /u/ talking to her is a waste of time
Post number #1025262, ID: 1182fb
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>>1025256 G/u/rl, why are you responding to me saying I wasn't interested in talking to 50k by telling me it's a waste of time talking to 50k? That's why I'm not doing it lmao
Post number #1025266, ID: 0f40e7
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>>1025262 because I'm killing myself tonight
Post number #1025276, ID: 1182fb
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>>1025266 Can't say I support that. Suicide is kinda cringe ngl
Post number #1025292, ID: ce0770
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>>1025266 Literally any of us would plap you please don’t destroy your pretty body : (
Post number #1025302, ID: 42bc15
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Not reading the thread >>1025213 I think for whatever you're going for, you need to check your good sense before diving in, endless planning doesn't get beaten by neglected experience. Maybe publish the most naive but also ambitious product you can make at the moment and then, learn from the overkilling critics you'd get?
Post number #1025304, ID: 1182fb
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>>1025302 Every project should be naive and ambitious imo. I'm so sick of games made for mass appeal. I want shit that comes from the heart out of the love of creating it and that burning need to express yourself. Idgaf how shitty it looks (by normal standards) or how scuffed the gameplay is as long as it's got some real emotion in it and is actually tryna do something other than just sell copies Like, don't get me wrong, safe AAA games can be chill, but I need more soulful trash
Post number #1025308, ID: 42bc15
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>>1025304 Then stop the leaders~ Stop the ruffiants~ And stop the money~ We'd need a collective inspirative thinking group to make games soulful again. Assuming living is gonna be much more taxing for any general necessity in future, maybe we should start inventing a way to implement true natural emotions in the AI, although it'd be subject of controversialities.
Post number #1025309, ID: 42bc15
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I like to accept that the truest form of soulful game is stuck in the past and thanks to whatever god, we can still get any of them today. Do you even remember how well the emotions did flow 15 or 20 years ago?
Post number #1025310, ID: 42bc15
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actually maybe we could go even more further back...
Post number #1025311, ID: ce0770
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>>1025309 Mmmmm yeah. Maybe it’s everything competing for our attention
Post number #1025315, ID: a0c4e0
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I once spent a weekend, with full intention of only spending a weekend, messing around in a game engine and made a weird shmup. Didn't plan shit, just had a vague direction. It was fun, highly recommend.
I mean, the game's garbage and not going anywhere lol. But it *was* fun.
Post number #1025373, ID: 1182fb
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>>1025309 Then you're not looking g/u/rl. There's still plenty of games with soul being put out, they're just, well, obscure, cause soulful trash doesn't have mainstream appeal. Kind gotta trudge through the depths of Steam or trenches of Itch.io to find them. Ik what you mean though, that kinda stuff used to be on store shelves, but it's a boomer take to say it only exists in the past
Post number #1025374, ID: 1182fb
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>>1025315 Real shit!! Honestly one of the gaming experiences that's left a huge impact on me was some unrefined, weird, basically no gameplay shit with a singular area made by a gamedev friend of mine that never released. He took a break from his main projects and with no real plan just threw some shit at the wall that felt right, and I could feel his soul radiating from that stronger than in any of his games where he took players and conventions into consideration
Post number #1025375, ID: 1182fb
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If it's fun to make, that's what matters. Doesn't matter if it won't release, if it's something ultra special, if it's got a market, nothing like that. Let's all just create for the joy of creating!!
Post number #1025384, ID: 8f8f14
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>>1025373 Keep your individuality and this spirit up. Learn to accept realistic goals and limit yourself when it's clear you can't go any further. Keep dear any small happy memory you can make and wish you luck for finding more people of your same mind.
Never try to enjoy depression, just get out of it.
Post number #1025394, ID: 1182fb
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>>1025384 Real shit!! Love that attitude g/u/rl, and I definitely will dw <3
Total number of posts: 20,
last modified on:
Thu Jan 1 00:00:00 1724431057
| Just, don't. Go with the flow. You don't need checklists or big plans or a complete overview of exactly how it should be. I fell for that corporate mindset when I was younger, feeling like I had to write out documents of shit before actually doing anything, and that's why I never actually made anything
Don't fall for narratives of "the correct way to do things", it's art, it's a creative process, it's expression, communication. It's an open dialogue with yourself. Be messy with it