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"VTES2004" <[EMAIL PROTECTED]> wrote in message news:[EMAIL PROTECTED] > "Brandon J. Van Every" <[EMAIL PROTECTED]> wrote in message news:<[EMAIL PROTECTED]>... > > "VTES2004" <[EMAIL PROTECTED]> wrote in message > > news:[EMAIL PROTECTED] > > >- Why didn't you implement it? > > I got bored of it and it became un-fun to continue working on it. Ok, so when you design your next game, what has to change about your design approach? How are you going to keep from boring yourself to death the next time? This is a real issue... it's quite easy to bog yourself down in pointless details and thus get deadly bored. Also, if you are not regularly committing your game mechanics to working code, if you can't see the results and it's all airy fairy abstraction, it will suck your morale away. > Partly I was unable to > visualize any further systems (how would I create brownian pricing of > commodities like whalefur) without creating a headache that I had no > motivation to deal with. Sounds like you got bogged down in micro-detail. My Achilles Heel was overweening planetary detail. I kept trying to figure out ways to model Mars at 10 km/hex scale, or 1 km/hex, or worse! Combat systems are also an easy way to get lost. When you want the Truth about combat, you try to model every bullet until it finally drives you nuts. Then you start settling for abstract game mechanics instead of realism. > I wrapped up eveyrthing with "Play for 250 > turns" which never even made it into the concept document =/ How long is one of your turns supposed to be? How much time is one game supposed to take? -- Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA 20% of the world is real. 80% is gobbledygook we make up inside our own heads.
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