Ponder

Time to ponder out-loud.

I spent most of the day implementing pretty basic stuff that should have been in my base code already (input, movement, camera, collisions, gravity…). As I’ve been pottering along doing this my enthusiasm for my idea has slowly been draining away.
But that’s okay, I think. Tomorrow is when shit will solidify into something real. Probably.

The problem with the current idea (basically: rappelling/falling down into a place with messed up physical properties that kill you and using various tools to see how far you can get) is basically the same as the problem with my previous LD – it’s relying on me having enough time and energy and life in me after implementing all the mechanics and such to come up with a bunch of content for the actual game. And there’s no way that’s going to happen, especially at this pace.

Whatever game I make tomorrow, it needs to have only one core difficult thing to implement that the gameplay will revolve around, and the content should neatly wrap around that gameplay mechanic without needing to create a bunch of assets or extra code to give that mechanic meaning. If I can manage such an idea I think there’s a reasonable chance of success still. Most of the boring code should be out of the way now after all. For the rest of the night I think I’ll just add bits and pieces that might come in handy or try and fix some of the dodgy things happening at the moment.

The theme is cool, but so far I haven’t had any ideas that lever it to its full potential and are self-contained. Something about what lurks beneath the surface of people would be interesting, but short of making a game with lots of text and junk I haven’t had any viable ideas in that direction.