60 Percent of the Time, I Work Everytime

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This past month has been a bit up and down, mostly because I have made very little progress on High, nor have I really attempted to do so. I feel the Anchorman quote sums this up pretty well. That doesn’t however mean that I haven’t been working on it; I had a pretty crappy day programming wise which started a programming dry spell but I have dabbled in the design side of things.

I’m at the point where I’m not sure I want to continue with High but know I will regret it. I have a tonne of ideas that I want to make a reality (as much as a reality as a video game can be I suppose) but need to keep in mind that I won’t be able to do everything all at once or even at all.

I’ve gained this new-found perspective as a result of a talk by Epona Shweer (creator of indiebits.com among other things) at Sydney’s iFest yesterday. She spoke specifically of the benefits of self-publishing but what I took out of it was that you aren’t gonna be able to everything on your first try (some things even at all) but not to let this discourage you.

The whole event has actually resparked my desire to make games in seeing the work of my fellow devs (by the way check out Time of Ages) who have been or are currently in the same situation as me. Next year I want to showcase something of my own.

In my High absence I’ve been working on a few different things:

  • I’m writing a gamebook as a prototype for a larger idea I’ve had. It’s still super early stages and likely rife with spelling and grammar mistakes so read it at your own peril here
  • Working on a core design doc for an adventure game (watching the Double Fine Adventure updates seems to have given me the bug)
  • Writing and contributing more to indiesandwich.com
  • Something which is still secret for now…

I vow to continue working on High alongside these new and exciting projects and will try not to beat myself up so much.

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One thought on “60 Percent of the Time, I Work Everytime

  1. “I have a tonne of ideas that I want to make a reality (as much as a reality as a video game can be I suppose) but need to keep in mind that I won’t be able to do everything all at once or even at all.”

    This sounds all too familiar to me!

    When I’m not working on a game, I’m thinking, “Why am I not working on a game?” When I am working on a game, I’m thinking, “Why am I not already working on the NEXT game?”

    On the other hand, being tempted into other projects is probably better than being so attached to one project that you never deem it ‘ready’.

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