The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: brainstorming

A new day…

Kind of redundant, because everyday is a new day, but today feels a bit different. I feel a bit more motivated today but I also anchored with a bit more defeat. I have a strong urge to accomplish a few things but lack the will to start them. It’s an odd sensation. The past ten months have been a complete and utter challenge mentally and with the recent passing of four months of unemployment, you start to question your own abilities. Everything really compounds exponentially and quite easily I might add.

What’s on tap?

I haven’t touched Mouse or its imaginary counterpart in a long time. The biggest obstacle in the game is simply the art (update on this near the end of this post). A believe I released Canasta a bit prematurely, without the polish I had desired, this will eventually be corrected in due time, but for now, it’s on the back-burner indefinitely. Traders was released over two years ago… (wait, what??!?!?). I didn’t realize it was that long ago. A plan is in the works to work on a 1.5/2,0 release in the near(ish) future.

Currently I’m scripting and planing an adventure in our IRL Star Wars RP campaign that we had started a couple weeks ago. Currently I have a page splashed with ideas and minor things that I’ve come up. Now I’m just deciding what main adversary they will encounter over the next while and ideas where they can find some of their Jedi training. So many possibilities.

As with being off work for the past four months, I’ve found a spare tire. Unfortunately, that spare tire is attached to my mid-section and its could currently replace a small trailer’s tire in case of a blow out on the highway. So, it’s time to nix this before it becomes a replacement for a tractor tire, the bigger rear ones, not the smaller steering wheels. Anyways, I’ve embarked on a 28 (not sure why 28, seems like an odd (err… ) number) days planking challenge, which seems simple enough, but it only takes a few minutes out of the day to do so. Which brings me to my next challenge…

Hour a day. Yea, I know I’ve attempted something similar in the past, but hey, how are you going to get any better without a hair bit of failure? So, off I go again. I’m not sure if I’m going to blog about it every day, but if I’m home all day anyways, I might as well be a bit productive.

I still can’t believe it’s been 2 years since I released Traders… Fack.

Sidetracked?

I think I’m some sort of master at being side tracked. I have an uncanny ability to not only stare blindly at a computer screen but I can say I have the ability to find other things to do, maybe I have a tiny bit of ADHD.

So this past couple of weeks, this happened…

Yea… decided to just beat the game over the past couple of weeks. It’s been a long time since I’ve really played the game, so it was nice to jump back into it and give it a go and try and remember a lot of the little secrets and such. I did utilize a lot of save states so it made life a lot easier. I tried not using a guide for a lot of it, but I did have to use it for a few things I couldn’t quite remember. Anyways, just a nice little accomplishment to start treading into April.

I haven’t done much of anything on the game lately, I started to roughly line up the menu and finish that, but desire just wasn’t there. I’ve been spending some time on YouTube gazing at aesprite tutorials, tips & tricks to try and help me with some pixel art, but I haven’t really begun to practice with it or play around too much.

I think the biggest obstacle at the moment is truly lack of direction. I think a plan going forward is to turn off the computer and start roughing out/hashing out some sort of map & character web. I just know I need to do a lot more planning that I have been. As I’m doing this I’m going to make lists of tiles and characters that I’ll need to make so I can start hammering off some of these assets for the game.

I should get a job, I feel a lack of motivation hitting me. Ick.

Daydreaming…

I spend a lot of time starring at the computer screen with the editor open and just sitting there with a blank face. I tend to occupy that time with Netflix on in the background. More often than not, I find myself paying more attention to the movie or the show that’s on than the screen two inches in front of my face.

I remember roughly eight years ago I couldn’t wait to get off work to come home, fire up a movie and hit up the editor and I just recall going to town. The motivation was uncanny. I didn’t have to sit and ponder up/make a decision in regards to the game, I just did it. Where’d that go?

I also remember one of the true passions behind Traders. It started out because of Asobrain locking up its doors and the lack of means to play Catan regularly. It was a perfect project. There was no planning needed. I knew what to do, what had to be done and how it all worked. I learnt a lot from that project. I learned the in’s and out’s of Sphere’s networking capabilities and I further immersed myself in Javascript as a whole. I’m proud I finished it. I really should step aside and conquer Canasta. but the desire for that is simply not there.

I have so many dreams for Mouse. I catch myself daydreaming about how I view the game in what could be its glory. I can recall the intro and the start of the game before the player has control then it muffles. My vision gets clouded.

Umm… plan? Yea, I’ve got one… kind of.

Right now, my thoughts are this. I’m going to make my hybrid of the two ideas I’ve been fighting with this past while. I’m going to make a “generic” type game that excludes Mouse’s key story/game-play thoughts that make that unique.

“Wait, that doesn’t make sense.”

Here’s my reasoning. I’m going to make this game as much as I can, with the spare/scrap ideas I’ve had before, and with that hope I can concrete the main points/game-play for mouse by this sort of, trial & error. Who knows, sometimes this is how beauty is found. We’ll see.

Brainstorming.

After taking a bit of a break away from polishing up Traders, which is going … alright. Is it funny that it seems redundant to over polish something? Feels like I’m adding some really unnecessary visuals. I think I’m going to tone down some of the effects and worry more about the important effects, such as the transferring of the largest army and longest road, point collecting, new leaders, more or less, not-so-obvious details that need the players’ attention. More on this on a later date.

Anyway, about brainstorming, I’ve been trying to find a good starting point about more direction/motivation about mousetrap, and well, I’ve tried to come up with more concrete definitives about the game. As it appears, I’m a bit torn between the idea of having an open world exploration (what I want) and a little more linear RPG (what my story pertains to). Although, I’ve come up with some good ways to explore the systems that I want to make. It could very well be the best of both worlds. Therefore, I thinking the story may have to be re-written. Nothing major really, just more in the presentation more than anything. Once some more thoughts and planning go into the game, more production can continue. I’ve also come to the idea where a second player, not necessarily human controlled, can come into play. Human controlled could be quite fortuitous as well, but CPU based will be primarily of concern first.

I might show some development sketches in a few days (mainly rough mapping, random scribbles, ugly ugly pictures). But I doubt I ever will.