Keeping Inspired

Last night I spent 6 hours coding the layout of buttons and the logic associated with level ups, ability points, and managing them, and then decided that the path I was taking needs to be thrown away completely and re-factor the rest.  This isn’t the first time something seems brilliant on paper, but begins to fall apart when it’s out of the gate.  This one was especially annoying though and it really made me think about whether all the sacrifice is worth it.  All the late nights, frustrating bugs, and slow progress adds up.

Today thoughts of condensed unit descriptions and more detailed special abilities dance in my head as the advantages of my gut wrenching decision settles in.  We have been working on Cairn for just over a year, we have hopes for beta testing this month, and we have almost another year of development ahead of us.  Sometimes it feels like trying to empty a lake with a spoon.  Yet here I am editing descriptions, writing pseudo code, and preparing to get back in and knock it out.

I want the game to succeed and I want to make money, but I know that both of those things may not be in our future.  All I know for sure is that we are going to release an amazing strategy game and it will stand as a love letter to all the real time strategy games of old.  The idea of having a game that can stand along side Myth: The Fallen Lords, Warcraft 2 and 3, and so many other great RTS games that have kept me entertained when I was young and keep me inspired today.

I think that’s enough rant for one day.

One thought on “Keeping Inspired

  1. What the hell do I do when my wrist and fingers hurt?, when the back starts aching?. Well, I take a couple of aspirins with some coffee and keep going. Because, well fuck it, we are making a videogame.

    When my mood is down, that’s harder to fix. Sometimes I play a crappy game for a bit and then go “well, if this shit rolls, me too!”. That usually helps.

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