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Game Development Progress, Of Sorts

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In the site migration it turns out that I have an ancient post since 2006 in my journal where I announce my intent to go up the game making ladder. As I seem to be still paying for GDNet+, I might as well make use of this here fancy journal.

Back then I immediately got swamped with proper work, so I put the game making effort on the back burner. In 2009 however, I did make both a Pong and a xtris-compatible networked Tetris clone. Three years of time from announcement to release, that sounds like the game development industry proper, heh.

After the Tetris however, I got somewhat stuck on what to do next. I fiddled around a bit with C# and SlimDX to make a 2D sidescrolling platformer, which went rather well until it became time to stop fiddling with graphics and write some proper game mechanics and physics, on which I stalled and lost interest, mostly due to not having assets or ideas for game mechanics.

Time will tell what I'm embarking on next, currently my development focus lies with a graphical seekbar component for the foobar2000 music player with Direct3D9, Direct2D and GDI frontends and a nice sqlite3 backend, but there's only so much you can do with that before it's "finished".

Optimally would be something that does not require so much competence in making assets, or something that doesn't require much in the way of assets in the first place.
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Why not play with procedural asset generation?

<trying to refrain from making an "assets" pun>

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That could be a good approach, but then I might end up like Drilian. We don't want that, do we?
I do fear that I'd sink too much time into generating content instead of using it though.

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No, it doesn't take that much time! It's not like I've been working on this project for three years or anything like that!

Wait...it IS? I HAVE? Fffffffffuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu<connection terminated>

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