
I don’t even know why I did that silly picture. Maybe I’m gonna try to enter the Twenty Eventy competition hosted by Clickteam. Probably I just wanted to update this blog. In any case I just had a Red Bull and I’m buzzing my brains out.

I don’t even know why I did that silly picture. Maybe I’m gonna try to enter the Twenty Eventy competition hosted by Clickteam. Probably I just wanted to update this blog. In any case I just had a Red Bull and I’m buzzing my brains out.

Potion Maker / Witchwoods was one of my very first experiments with MMF2
In the past 2 years that I’ve been experimenting with simple game design (with the help of MMF2), I have had hundreds of great ideas. Unfortunately time and again I had to downgrade. Every time I would hit a wall, meant one step down in the ambition ladder. Now that I have taken it upon me to finish my game, I am left with something which is considerably more simple (although hopefully no less inspired). I have come to understand what’s been said many times before by real, successful game designers: Ideas are good, new ideas in games are great, but to actually realise them is aeons away from the brainstorming that precedes creation.

I can only make assumptions, but I think that even if there was a big budget involved to make my game, it still wouldn’t turn out exactly as I had originally envisioned it. Unless. Unless I was not as directly involved with it as I am now. It seems impossible to work on something so extensively, without losing the big picture. All the trivial problems that arise, just pop in and hinder the initial vision and by degrees, wear down the creativity. Alas, there come days when my motivation returns and my vision appears as pure and polychromatic as ever.
I really wish to finish Sleeport some day, even if it ends up being only a crude represantation of the real Sleeport. Regardless, if it does come to be, it certaintly won’t have been the smooth, joyous ride I had imagined.