I know the click curse of never finishing anything you start (aulthough that seems to be slowly broken into ) i suffer from anti-simplicity clicking, im making iPublish atm which is a pretty big undertaking and consumes a lot of time. But ove started to notice something.
Pre-iPublish i was making lots of quick little games, most in less than a day and then improved over weeks (i sucked then ), but ever scince this project started my games have become less frequent through the fact that i cant make anything simple and fast anymore to me, it seems, i have to make the game do this, or make something overly complex and has seriously hit my productivity i can no longer make a quick online shooter in less than a day...oh no, it has to have a map editor and skinning now....
Just wondering if anyone else has shares my pain (or that im just a lonely retard )
yes, the old over-complex syndrome.. the only cure is extensive planning, discipline and a little brainwashing
(not 100% serious about the last part incase you didn't notice)
"If Darl McBride was in charge, he'd probably make marriage unconstitutional too, since clearly it de-emphasizes the commercial nature of normal human interaction, and probably is a major impediment to the commercial growth of prostitution."
-- Linus Torvalds, December 5th 2003.
(Darl McBride is CEO of The SCO Group)
this place sucks but don't tell anyone, it's our little secret, ok?
Pete Nattress Cheesy Bits img src/uploads/sccheesegif
Registered 23/09/2002
Points 4811
10th December, 2003 at 14:49:19 -
yeah, i kind of have the same thing with poodles 4. when i started it i sucked at clicking but i've learnt so much since then, i keep adding stuff and changing stuff (like i've redone the platform movement at least twice ) so it's just becoming a very drawn out progress as i become more adept and perfectionsist. shit happens, eh.
Don't you hate it when you forget to comment something; then later you totally forget what it does (something complex) and you have to spend a while just to figure out what it does 9_9
A perfect example: The main frame of Grizzlies 3 has over 1000 events and only 2 comments. The only reason I ever got round to calling that game finished is because TGF refused to load any more information. Still, it's pretty good as it stands.
Why the hell am I on the computer at 1 in the morning? No, don't answer.
You skills get to a point when you working through a big game you go "Damn, I can do this and this now, but I can't add this to my old game cause it's way too big and would require me to recode/redo the graphics", or something along those times.
And I think pretty much most Clickers will have one or more of these larger undertaking projects that remains untouched because they've 'evolved' beyond it, and it seem a waste continuing it when it doesn't show off your full potential and it doesn't seem as good as when you first started it.
I've always imagined myself one day actually finishing these games, but it's unlikely, and they'll be pretty shitty anyway.
This is why I think planning everything out beforehand and following this plan all the way helps. So long as you've done everything you've planned engine and graphics wise, and it fits the original design, then you should not have so much trouble, even if you do get better. The skills should be a benefit to completing the project faster rather than going off and altering things from the original design.
I won't say it's an easy undertaking either way. It's hard to keep motivated, that's for sure. Especially after 9 years.
MUGGUS
Come and annoy me more at
www.muggus69.tk STOUT ANGER!!!
Deleted User
11th December, 2003 at 02:39:23 -
Yep. When I look my old games, I would like to add more and more complicated stuff on them. But if I do, my current projects suffer. And that isn't fun if there is million versions of the same game.
Masturbate at 15 minute intervals while clicking. Whilst doing so, imagine that your clicking is really pleasuring some hot nerd girl, and your games are gonna get you laid for real at the end. Suuuure, it's disappointing when you come crashing to reality, but it gets the game done!
Show me the power child,
I'd like to say,
That I'm down on my knees today,
Gives me the butterflies,
Gives me away,
'Til I'm up on my feet again,
I'm feeling outshined.
Yeah, for one I can't figure out how to get this Orostimulator to work!
Show me the power child,
I'd like to say,
That I'm down on my knees today,
Gives me the butterflies,
Gives me away,
'Til I'm up on my feet again,
I'm feeling outshined.
lol, well at least im not the only one im very close the finishing iPublish (yay) but i have 7 plans for what to do after and not one has started....but im trying to get them going
I suffer from SNFS(Starting but not finnishing syndrome), right now I'm basicly doing no games but making tons of small one to work on my 'growing' klik skillz
There is this one called 'Ripped', when I was first working on it I thought all the GFX were going to be ripped... now all the gfx are hand made(by me ) and the name now referces to how teh aliens ripped your buddies apart thats the only one that anyone could consider a game, even has a title screen and a never ending level!
on the topic: I always just start a game and wing-it (not planning it out first, but just having a basic idea) but then I think that I should write down plans and stuff. Then when I finish the plans I don't want to program it because I have psychologically already finished the game. This is my problem, and so I finish about 70% of the games I start.