When I began working on the January Engine, I had only a
vague notion of what I wanted: some kind of RPG using cards as a battle
system. I was really doing it to keep up
on my coding skills.
After seeing that it was possible in a rudimentary way, I
set the January Engine aside for some time, moving on to other projects that I
was more excited about and had more detailed designs for.
Like this. Or The Vortex. Or HeroQuest. Or... |
When I picked it back up, I switched gears and tried
designing a unique card-based battle system that didn't just take RPG staples
and cardify them. I considered a board
game or RTS hybrid, and begin working on coding that, giving the January Engine
a second life.
But even then, that kind of dropped quickly, partly due to
other work, partly because I was having some trouble designing the system. I came up with some interesting mechanics on
paper, but I never solidified them beyond the primary stages of concept.
This, of course, meant that programming could go very few
steps ahead without hitting a wall of I-don't-know-what-to-do-next.
And then things get weird. |
As I've discussed previously, the art in my head can't come
out in my hands. The problem that arises
from this is that whenever I start a project with high artistic ambitions, it's
a guaranteed failure, especially if the art is a necessary component of the
game.
As I began working on my second iteration of the January
Engine (with a hex-based RTS slant), I imagined something much different;
something impossible as a solo project, so that iteration could not possibly
work.
I'm taking a step back (or three) and reevaluating truly
what I want from the January Engine.
Sure, it began as coding practice, but I am not satisfied with
that. If that was all I wanted, I could
open any programming tutorial and follow it, making silly things like cash
register programs to keep my programming skills sharp.
So with a new perspective on things, I'm going to give the
January Engine another shot. This time
I'm designing a project that is somewhat code-heavy, but easy on the art. I must force myself to keep the art needs as
simple as possible, and any time I think about making anything more complex
than EGA graphics (classic King's Quest), I need to stop and slap myself in the
face.
Having the adage of "graphics so simple even I can make
them" should reign in any wacky ideas of mine requiring beautiful art, and
force the design to stand on its own.
Of course, even if you have the most amazing graphics in the
world, game designers should pretend art doesn't exist, so they don't become
over-reliant on it. I have seen too many
professional games with amazing graphics but lackluster gameplay, ending in a
disappointing game. Heck, that lesson should
have been learned during the early 90's FMV detour. Somehow every game designer has to relearn
that concept (myself included).
But anyway, before I rant on about the industry, I'll go
back to the January Engine:
I'll being hitting the reset button on it, and concentrate
on coding something both challenging and interesting. I've got some new ideas and I'm testing the
waters in C++. Right now things are
frustrating, but that's more of the cold shock after jumping in, and once I get
warmed up things ought to be smoother.
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