Running out of ideas...
Posted: Fri Dec 19, 2003 10:27 pm
Yeah, see, I'm not new here, I know the ropes of zzt. But my lack of cohesion is starting to bug me. I have not even entered in a single 24hozzt entry. Probably caused by lack of consistency, or a void of discipline.
Anyway, the point is, I'm trying to find some kind of simple idea and game that will get me back off my feet. I have a lengthy christmas vacation starting today in which to work on it, if need be. I've racked my brain for answers to this dilemma, but I seem to be at a creativity downward spiral. At least, in the way of zzt.
Some of my earlier projects have been debunked by a similar problem. For instance, QTU never quite made it off the ground. If I've determined the plot or engine, I get a mental block on what to do next. If, however, I plan ahead too much, I have to continually look back at my notes, and then I cannot come up with a decent plot or gameplay strategy. Either way takes time, energy, and random bursts of creativity that are ridiculously hard to rely upon.
Therefore, I suggested to myself that I might start small, make a small, precise, and yet somewhat original game. I've already made three alternative games in much the same fashion. The problem is that they rely on a mindset I only have fragments of now. Plus their gameplay was extremely cheap, owing all your work to finding keys and unlocking doors.
So, I came to the forum for help. I came to see if anyone here has ideas for a small, perhaps 15-20k zipped game. Something short and to the point, but with enough room for developments that can be added in later.
And most importantly, some form of gameplay, because MY box is empty.
Anyway, the point is, I'm trying to find some kind of simple idea and game that will get me back off my feet. I have a lengthy christmas vacation starting today in which to work on it, if need be. I've racked my brain for answers to this dilemma, but I seem to be at a creativity downward spiral. At least, in the way of zzt.
Some of my earlier projects have been debunked by a similar problem. For instance, QTU never quite made it off the ground. If I've determined the plot or engine, I get a mental block on what to do next. If, however, I plan ahead too much, I have to continually look back at my notes, and then I cannot come up with a decent plot or gameplay strategy. Either way takes time, energy, and random bursts of creativity that are ridiculously hard to rely upon.
Therefore, I suggested to myself that I might start small, make a small, precise, and yet somewhat original game. I've already made three alternative games in much the same fashion. The problem is that they rely on a mindset I only have fragments of now. Plus their gameplay was extremely cheap, owing all your work to finding keys and unlocking doors.
So, I came to the forum for help. I came to see if anyone here has ideas for a small, perhaps 15-20k zipped game. Something short and to the point, but with enough room for developments that can be added in later.
And most importantly, some form of gameplay, because MY box is empty.