
Crystal Towers 2 seems to put me in one of two opposite moods at any time - there are times when I see that it's really coming together and going fantastically, and there are other moments when it seems like I'm running a marathon with my feet on backwards and the whole thing is an insurmountable task. Hoping to reduce that last feeling a little, I poured all efforts into putting some sort of cap on the game last week, and the game is now completable from start to finish.
I should admit that very little of this is actually new, but it's caused a huge shift to the process of making the game - mentally, at least. The process now isn't primarily one of trying to get something that can be called a full game (although this can't, yet), but instead an exercise in polishing things up and filling in the blanks. Once I've got the obvious gaps crossed, such as real cut-scenes, an actual collection of bosses, and so on, the focus will shift again to having a game that can be called "complete" at any time that I happen to get fed up of adding extras. Hopefully that'll happen later rather than sooner, but at least this way it won't get stuck in limbo like one-man projects tend to do when that one man can't stand it any more. Taking a break is always healthy, though, so with this milestone passed I'm allowing myself to start a new experimental project or two. Neither of them will be gigantic, but one in particular is becoming far more interesting than I ever thought it would be. 2008-06-12 11:07:00 Comment on this entry |