So, I've taken a crack at fully designing THS: Full Sail. There are more than a few problems with it all. I originally planned to have it allow for more than one player ship. The problem with that is if I want to zoom into the non-main ship I would have to expand the map hugely. That sucks. The best idea, I guess, is make any fights that happen off of the main screens happen in the background, with generally the same outcomes but it would be automated. What that all adds up to is a much larger scope of a game than my original "finite" project idea.
With all of that thinking, I had to take a hard look at what I'm doing here. Am I giving myself a break from the setting of Wesband? Am I avoiding hard coding projects? What do I really want out of all of this?
Here's the realization I made: Wesband is an awesome idea. It's an awesome game. Wesband devs have said so, even if no one else has. Do I really need a break from it?
Then I approached the questions from another angle. As a gamer, how did I feel when developers lagged in development? How did I feel when they took side projects? I know the answers all too well.
Infantry will forever be a sad subject for me. Perhaps it was unfair to expect more out of it than what it was, but I loved the core gameplay so much that I couldn't help but imagine what it could have been. I wanted so much more in the core zones of Mech Skirm, Hardcorps and Eol, but instead got side-projects such as Cosmic Rift and Tank-O-Drome. I wanted more depth, more variety and more experimentation on all of these fronts. But, for many reason, my wish was never fulfilled.
This is all incredibly sad. It's sad in the same way, I'm sure, that Wesband will be if it doesn't live up to its potential. Besides, I'm not going to dev like this for Wesnoth forever. Really, the end goal is to churn out some awesomeness and then move on (to action games, my first and last love).
Nose to the grindstone.
Thursday, March 4, 2010
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