The remake of Savage isn't going even remotely well. Why? I can't work with my original premise.
As I whined about in my Pointless Ramble Thing, I need to redo it satisfactorily. And I tried, and I failed straight out of the gate. I'm still going to do it. I have to, otherwise it will continue to eat at me. But I need inspiration and ideas. Those are easy for me to come by, but when it comes to really difficult things like the demanding and specific RPG remake I've got cut out for me, that kind of ideamancy takes a lot of time. Days, weeks, months... years...
I'm dropping my RPG Remake already. I know, I know! I'm hyper aware of my pattern of starting and stopping game projects. I don't need to be reminded. I depress myself enough with that fact on all on my own.
I'm like Leonardo da Vinci: quite possibly the greatest game developer to ever live, if I could ever get anything done. It's believed da Vinci had procrastination problems and had a hard time finishing projects before losing interest in them, just like me.
But like I mentioned before, it doesn't all just get sucked into a black hole and vanish. I'm like da Vinci, but I'm also kind of like a saiyan: Each time a project defeats me, I get a zenkai boost from it. (I'm getting better and better at lots of things related to game development as time goes on, is what that translates to.)
And though I stop working on a project, I never stop thinking about them. I still think about shit I was trying to make back in 2003, when I first started game development. Case in point: A lot of you newer readers may not be familiar with it, but way back when I started this blog, when I was slightly less shit at life, I was doing really well on a project of mine. Some screenshots can be viewed in the following posts:
It doesn't look that bad, honestly, and it controlled really well. So what happened to it? Tedium happened. If you don't want to read another blog for context, it's fine, I'm about to sum it up.
I didn't realize it at the time, but I had started digging the project's grave right from the very start. It's meant to be along the lines of a Metroidvania, and takes place mostly inside a castle, save for the first few screens where you're outside. When I got down to level design, it got so old, so quick, just doing the same thing over and over, that I could not continue. I got so sick and tired of it, I think I only got 8 rooms of the castle done before completely loathing having to do any more.
It's nothing new... I'm pretty sure I started attempts on this particular game in 2005 at the earliest. It's where this comes from:
This is an image I compiled. Each sprite in this image is a snapshot, in chronological order, from different attempts at doing this particular game. It's all the same character just stretched over a long-ass time. You can even see how his design changed over the years, and you can even see where I advanced my style stage by stage, starting with kicking my black outline habit. And these are just the ones I was still able to find. I'm sure there are at least 5 that got erased along the way. I was hard on myself, and if I didn't like the way a game was going, it was common for me to delete it along with all the assets, in a fit of rage and depression.
Being a teenager sucked...
Recently (April at the furthest), I was listening to an old game's music... can't remember if it was one of the classic Sonic games, Kirby's Adventure, Jazz Jackrabbit, or what, but I was struck by this feeling of disappointment. On retrospect, I think it was Jazz Jackrabbit that was the inspiration... Regardless, I realized that I was making a huge mistake by having the castle he was exploring be exactly the same from room to room. It wasn't going to be identical, mind you, each room was going to have different layouts with different platforming elements, but what you see in the screenshot link is how every room in the castle would look, with the exception of color palette swaps every time you fought a boss. And while listening to that music, I decided I couldn't just allow myself to do it that way.
Today, (at the time of posting this, anyway) I was listening to some more music from classic games, Dance of the Flame Spirit from the old game Mountain King on the Atari 2600, and I was struck with serious inspiration.
"But how!? The game is literally as minimalist as it gets!"
Couldn't tell you if I tried... I haven't the foggiest how the hell got the kind of inspiration I did from a stick man on an all-black background... It just came to me like a bolt of lightning.
Fun Fact: That game used to scare the shit out of me when I was a kid.
I've improved so much since I last worked on my game back then, and learned a lot over the year and a half I was working on other things, (or rather, failing at working on other things) so the game will need a ground-up rebuild. But I think it will benefit from it immensely.
I'll post screen shots when I have something worth seeing. Here's hoping the scope of the project isn't too much for one guy to handle, now, because I'm going to be giving this one my all.
If you think you've seen the scope of my abilities, prepare your buns, because you've seen nothing yet...