For me the foreverproject is where I drive all that perfection energy. The surrounding games, well, they're just "experiments" and "prototypes", right? Surely prototypes don't need to be perfect ;)
For me the foreverproject is where I drive all that perfection energy. The surrounding games, well, they're just "experiments" and "prototypes", right? Surely prototypes don't need to be perfect ;)
I'm trying to break my own BIG IDEA into manageable experiments or profitable side hustles somehow too.
If I had to peg my general philosophy, which is tied to how I like to play games: it's on being open minded when it comes to strategies players can use to overcome challenges within the game, and try to codify some of that within the systems built into the game so players have options to overcome challenges in ways other than gladiatorial-like combat.
Basically, I think "exploiting" is fun, and believe it's an overused term.
The playerbase dwindled to nothing and I wanted a different challenge so I shuttered it. Over the years many people worked on it and while I'm sure they wouldn't mind if I put it up on github, I've lost contact with many of them so I don't feel right releasing it, so it's just in the bitbin of history.
Now I'm working on a 2D version of it, which adds a whole new dimension to the challenge. Once I have something more than just random prototypes I do plan on putting it up. But it's slow going - I have a job and kids, so I get about 1 hour per day to work on it.