I figure I’m due for blogging about blogging, so here I go.
Why do we actually make blogs? There are lots and lots of them, and for the most part, I don’t care about very many of them.
Typically, when I am regularly doing a blog or blog like thing, I will get discouraged at some point because I’ll take a look at the stats, and it becomes patently obvious that few are reading, and even fewer are commenting, which indicates that, just like I don’t care about most blogs, mine is just another one hidden in the woodwork.
But then again, am I saying anything worth reading? Not really… I mostly blither on and on about the development of my games.
Lately, with Diamond Maze, some things have been happening:
1) I am mildly disinterested in progressing because I am pretty much doing a clone of a game I already created. Sure, I changed the number of types of keys in the game, but that doesn’t exactly make it a different game, you know?
2) I’m having another “why am I writing games in the first place?” moments. I don’t play my games. My wife plays Connect!, but Diamond Maze has not, to my knowledge, been heavily played by anyone.
3) The group project I joined on sourceforge has dried up. Good luck next year, Tom.
4) I decided to actually play some games. I like Castle Wars although I’m not entirely certain it has been properly balanced. I played the first Submachine game, and I found out that Stick RPG has been finished, so I played that a little, but quickly lost interest.
5) The desire to write one of the big three games is back again. For those who don’t know, the big three are Dungeon Delver, Island Interloper, and Medieval Micro-manager.
And really, anymore, I would divide Dungeon Delver into multiple distinct games:
A) A text-based interactive fiction design tool and player
B) A roguelike game
C) A graphical adventure creation system and player (a la ACS on the C64), something Inaria-esque.
Island Interloper could also be Interstellar Interloper, and the game would basically be the same, it is still a “travel between outposts and trade commodities” games. I would also like to port Space Trader to XNA. Basically, it is turn based Elite. Of course, I have a long history of starting ports of this game but never finishing.
Medieval Micromanager is like Hammurabi on steroids.
There are also a number of BASIC listings of games that need to be brought up to the current generation of tools.