Not much, though the more I develop projects that aren't JABE itself, I start to realize; "Wait, I'm having fun in developing this, won't this sour my experiences in developing JABE?"
Which is really important, because if you don't give in your fun or love of a project, then the final product will lack those aspects, as they are the reflection of what you've developed for, which I think it's advice from Jonochrome? I don't know, but ultimately it's a key principal to remember. In fact, if I had to think what went wrong from the development of the game, it would definitely be the demo. Not to say it's goddamn pointless from start to end, but mainly to say that it's really dragging me down to the point where I think it was a stupid decision to release a demo for the game of it's scale.
I mean, it's obviously not the grandest and most biggest story I ever told, because future self will probably be like "Oh yeah? You think JABE is too big? Look at [Future Game], it's waaay longer." And while I don't really care about making length, in fact, if you had to ask me how to make a 90 hour game, I probably have no idea, especially if its limit is that only I can work on the game. If JABE just happens to be a 90 hour game, then I guess I did it? But still, a 90 hour video game about a Parappa the Rapper rip-off is a giant joke, so maybe I regret it, maybe I'm proud of it. But more on shame if it's god awful and vice versa.
So back to the demo, I think it's dumb. While okay for transparency, again, I don't like going back to a demo to rework it and THEN apply those fixes to the final product where it's longer for sure. And that's a problem considering it's been around 2 years (I hope to Christ some idiot on the Internet didn't say that I "stole the code from Jane/Jaluz./Parappa64 and claiming it as my work." And then realize it did happen and I didn't know it before writing this tangent.) and I might as well rebuild the code from scratch, but I don't wanna imagine the naming process of the rebuilt game and I don't wanna go back to making the game over and over. It's one thing to rebuild a game, but it's another to be a perfectionist on edge developing those games, which thankfully I hope NOT and my guts tell me I'm not. Because Jesus Christ that will DESTROY me by my loaded overly high expectations.
So that's enough woes of me, see you next week.
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