Jump to content
  • Advertisement
Sign in to follow this  
  • entries
    292
  • comments
    557
  • views
    154543

Despite all efforts to the contrary...

Sign in to follow this  
TANSTAAFL

129 views

Despite everything I tell people to do all of the time, every now and again, I still have a desire to make a game that I know I won't finish.

This time, the game is "Feudal Micromanager".

It's on a scale similar to the "Island Trader" game that I want to make from time to time as well as the "Dungeon Delver" game that I similarly wish to make from time to time.

But I know I cannot complete it if I start it. I will eventually burn out on it, and want to stop. And I'll tell myself that I'll just take a break for a day. The day becomes a week, and pretty soon it's just more unused source code sitting there on my harddrive, never to see the light of day again.

But the question remains... why do I suddenly get the urge to make these sorts of games?

Truth be told, I have all of the skill and talent required to bring the game to completion. It is the motivation I lack.




And I know at least a few of you are wondering what has become of the MakeDeez Games project that I started.

Well, it turns out that there is a strong possibility that it'll turn into a book, so I'll be selling it out. I got bills to pay.
Sign in to follow this  


6 Comments


Recommended Comments

You've just given me the best idea! A sport's drink for game devers called "Motivation". I wonder what would be in it?

Share this comment


Link to comment
Yea but even if you don't finish what you started, at least you must have gained some new insights or experience in working on it? There's always something to take away...

(you can tell I'm good at rationalizing this behavior [wink])

Share this comment


Link to comment
Actually, this reminds me of a game someone here made a long time ago: Medival Farmer 3. Search for it - I think its still up somewhere (I don't have a copy - wiped HD)

I actually had something similar to that half-done. It was a pretty console app, but I got a little bored with the concept of a text-based game and trashed to project. Mine was a little less mirco-management, a little simpler. Just another thing that won't get done.

Share this comment


Link to comment
You started strongly in the alliteration department with "Dungeon Delver", but then lost the spark. The projects will henceforth be known as "Medieval Micromanager" and your choice of "Island Impresario" or "Island Investor".

Share this comment


Link to comment
Quote:
Yea but even if you don't finish what you started, at least you must have gained some new insights or experience in working on it? There's always something to take away...


Utter tommyrot. When you've reached such heights of programming excellence as that reached by the nigh-omnipotent TANSTAAFL, an incomplete project is not a learning experience. It is folly and shame, deserving of nothing but scorn. Don't sugar-coat TANS's failures, as it will only spoil him.

Share this comment


Link to comment
I was going to say much the same thing that John Hattan did, but realized that it would seem like self-deprecating "feel sorry for me" type talk.

I've got no excuses. I'm a damn good programmer, and this task is well within my skill set.

But I think I've figured out the problem I'm having....

Everything in the game is more interconnected than I normally deal with, and so I get lost in the details and mutual dependencies.

Take the game concept of Food. Food is tied to members of the population in two ways. Making a Peasant costs Food, and each turn each member of the population has to consume one Food or starve to death. Since on any given turn, there might not be enough Food to go around, the game has to have the ability to portion out the Food to the various types of people.

Also, Food is tied to Farms where it is grown, and Granaries, where it is stored. Farms are indirectly tied to Peasants, who product Production points that can be spent at Farms, as well as connected via the Production used to build the Farms in the first place.

As you can see, there are many details to get lost in, and if you try to anticipate all of these dependencies in your code and make nice OO code that works "the right way", you'll easily get tripped up.

INSTEAD, the type of thing that I just have to do is stuff like this:


class CPeasantManager
{
static size_t s_nCurrentPeasantCount;
}




and just kind of blunder through it.

And no, there are no "insights" or "valuable experiences" to be gained from this. This is pretty much the same programming paradigm I used when programming in line number BASIC. Brute force and global variables.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!