Between the possibility of looking after 30~ cats, web design and waiting on a review for Zendir 3 (that is being moderated, as it has been submitted to a website) - there's not a lot going on right now. That doesn't mean I'm ever at a standstill, however!
Picking up Naruto Volume 67 reminded me that even though I know how the story ends, it still hasn't ended for me, as I'm still reading the physical manga. In fact, the only copies of the manga volumes I don't have are the ones that don't really move the story forwards much (11-15, 18-26, 30, 33, 34, 38-40, 42 inclusive - I have every single one at 43 and beyond).
This pretty much represents life. We all know we're going to grow old and die one day unless an accident or illness occurs that prematurely ends us. Until then, we all move on ahead as if we assume that we'll live long enough to have a pension. This means that even if we die prematurely, there will be something left over for other generations or whoever is in your will.
If you've ever watched Prison Break, you'll know what I mean when I say that life is a series of choices, not all of them good. These choices are made to move us forward to our final destination, our dreams. In essence, what drives us forward is our dream - but not all of us know what our dreams are. I don't really know what mine is, but I think I have a hunch.
When I was younger, I always wanted to be a game designer. However, that career path has become more dangerous recently, with the boom of cheap game prices and lack of support for developers all over the world.
This pretty much represents life. We all know we're going to grow old and die one day unless an accident or illness occurs that prematurely ends us. Until then, we all move on ahead as if we assume that we'll live long enough to have a pension. This means that even if we die prematurely, there will be something left over for other generations or whoever is in your will.
If you've ever watched Prison Break, you'll know what I mean when I say that life is a series of choices, not all of them good. These choices are made to move us forward to our final destination, our dreams. In essence, what drives us forward is our dream - but not all of us know what our dreams are. I don't really know what mine is, but I think I have a hunch.
When I was younger, I always wanted to be a game designer. However, that career path has become more dangerous recently, with the boom of cheap game prices and lack of support for developers all over the world.
There is an alternative, though. And this is where the "Prison Break" scenario comes in. If one way doesn't give you what you want, then modify your plan until it does. In my instance, I love game design because it allows the player to explore a fully-realized world (I love storywriting too, but it doesn't have the same element of interactivity that games or films do) but being unable to enter the industry means that the alternative is to either treat it as a hobby, or to become freelance.
To this end, I am aiming to make my next game a commercial one. It is currently under wraps, but the general principle is that it is a sci-fi/modern era game, set in real time. Yes, events happen in real time. How I will solve the issue of real time and the inevitable bugs is obvious to me, but I wonder whether the principle of the game being in real time would be more feasible with another game development engine? Regardless, I will work within my limitations to bring fourth a good game.
To this end, I am aiming to make my next game a commercial one. It is currently under wraps, but the general principle is that it is a sci-fi/modern era game, set in real time. Yes, events happen in real time. How I will solve the issue of real time and the inevitable bugs is obvious to me, but I wonder whether the principle of the game being in real time would be more feasible with another game development engine? Regardless, I will work within my limitations to bring fourth a good game.
Regarding game design, I have to admit there's one element that I've overlooked, possibly to the detriment of the four games I've made so far (Zendir 1, 2, 3 and Beyond Reality) - and that's characters. If you have a good plot but unlikable characters, this means that the player(s) will never really form a bond with your story. Some people think that being able to relate to a character far outweighs the prospect of a good plot as well, and this is probably true in the sense of characters carrying a story. It's got a long and complicated answer, but if you had to think about it: every plot has been done before. Has every character?
Therefore, in relation to the Ratchet and Clank screenshots I've been posting in this blog and in relation to Naruto, game design has made me realize that character relationships are actually much more important than I ever thought they'd be. This means that my sci-fi/modern real-time game will also have a major focus on the characters as well as the plot.
The future will be interesting one.
Move On Ahead!
Therefore, in relation to the Ratchet and Clank screenshots I've been posting in this blog and in relation to Naruto, game design has made me realize that character relationships are actually much more important than I ever thought they'd be. This means that my sci-fi/modern real-time game will also have a major focus on the characters as well as the plot.
The future will be interesting one.
Move On Ahead!