Gibbage is a potentially-great little 2D platformer/shooter by Dan Marshall. Gibbage is simple and fun to play (except that the double-jump is too hard to do, in my opinion, and…I can’t seem to beat the computer).
But as I read through Dan’s blog about the development of Gibbage, I couldn’t help but notice his attitude throughout the project. Yes, there were lots of coding books hurled at poor, defenseless walls as he learned, but for the most part his posts are things like, “I’ve got a little guy! Whee!”, “I can run him around! Awesome!”, “Now there are two of them, yipee!”, “Now they can shoot each other! Brilliant!”
Basically…well, he seemed to have more fun developing Gibbage than I did writing Inaria…and a lot more than I’m having writing Star Revolution. Star Revolution in particular is turning into a real slog. I’ve got procedural textures, procedural planets, procedural cities on the planets, aliens, ground combat, space combat, trading, mining, talking and questing in this game. It is possible that I, flush with the moderate success of Inaria, bit off more than I can chew.
Now, I can see flashes of fun in the future for Star Revolution. In particular, when a friend at work pointed me at this site and I saw these pics of the starship interior molds they sell, I thought, “Wow, that’s exactly how I want SR to look!” And I can foresee putting that together inside the computer as being really fun.
But the amount of infrastructure I have to put together before I get there is just huge, and trying to get it all together is just grinding me down.
Plus I just got a really good book on DirectX and now I’m thinking about moving the whole project off of SDL and OpenGL and onto DirectX and Direct3D…