The next move đź“„ posted at 21 November 2024 on new danboland

BRDA launch isn’t quite the clean break I had envisioned in my head. Got some more hotfixing and patching to do. But I am starting to think about what’s next.

There’s a long-term project I want to reach towards. There’s a story I have in my head – though a lot of it is connective tissue between what I think are cool setpieces, themes or moments, it’s also… something, and I would really quite like this thing in my head to exist.

However, I don’t think I can reach that far right now. I need to improve everything about my current skillset and approach, as well as re-establish myself as someone actively making video games and not someone who made one once.

Therefore, the next move is intended to be fun for me to work on, to play to my strengths and to allow me to further develop them. I’ve also noticed that there’s a fair glut of really cool looking indie/doujin STG either on the shelves or in the works right now, so I think I need to come up with something a bit different and go at it full-force.

Therefore, I’m thinking about:

Things I want to avoid:

Things I’m not sure about:

I said a while ago that a goal for 2024 was to try to learn to do music “in-house”. That’s not going to happen. It’s too much of a rabbit hole, and I cannot actually do everything to the standard I want. If I do my actual job right, there are many talented musicians out there who will be very eager to supply the tunes.

Sounds really easy… ahhhh…

  1. One of my least favourite words in game design, specifically around things like roguelites. There’s a very small number of those games that actually get this right, and the rest feel like trying to “improvise” your way around getting the equivalent of drawing 16 in blackjack.Â