Cormania Game Dev Diary (pt. 8) – The End

I slacked off for a week writing a blog, so this post actually represents two weeks of work. However, I can say that if there seems to be a lot done, it’s not just because there is two weeks of work involved. By the second week, I realized I was on the home stretch and did a lot of work. This will be the last blog post I forsee for CBI.

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Cormania Game Dev Diary (pt. 7) – Slogging Through It

This week saw me struggling to keep interest in my game. As to why I can’t be sure. It could be that all of the most interesting features of the game (the features essential to gameplay) have been added, and all that’s left are “nonessential” features (not that they are not needed, but that they augment yet don’t directly affect gameplay at all). Perhaps it was because I REALLY did not want to move forward on certain tasks. Perhaps it was general apathy, or a reaction to a lack of interest from others. The most plausible answer, though, is a recent increase in other distractions. I’ve been trying to get out of the house more and all week I’ve been going to concerts, dances, or to the arcade with my brother. When you’re getting home around ten every night, you really start to want to just go to bed and not go back to “work.”

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Cormania Game Dev Diary (pt. 3) – Getting GUI

One thing I’ve learned in the process of developing my game is that there will be features that I am just not looking forward to adding because I know they will be more complicated than anything else I had added up to that point. However, these are the features that my game absolutely must have. By requiring that I work on my game every night, I force myself to confront these challenges and discover that I can in fact surmount them. And when I do, my game becomes so much better.

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