Legend:
(-) Goal incomplete
(~) Goal partially complete (buggy/hacked)
(+) Goal complete
Goals for this week:
1. (+) Create all status effects
2. (-) Spell casting creates finished DamageModel
Goals for next week:
None
Other work done:
None
This last week has been a slow and steady progression, and finally all the status effects are done. There were a lot more than I realized and a lot of minor details required to make them behave how I wanted. However, they ended up taking my entire week. I looked at creating the damage model, but didn't have the endurance to find some clean way of packing all the data up.
Also this week, I've been struggling with thoughts of shelving Minotaur for now and focusing on Ouya development. I'm super excited for the console, and I've got a game that I need to make - a game that matters. On the other hand, I've got Minotaur, about halfway done as currently planned, but that's the problem.
Minotaur is a game that was meant to take three months to make. It's meant to be a simple dungeon crawler. It wasn't meant to be meaningful in any way other than being the first game I created on my own since DigiPen. I'm very proud of the combat system, but the framing around that is just not of the same caliber. Exploration would be dull and tedious without tricks, traps, locked doors, and treasure. Combat would suffer from simplistic enemies with lacking AI. I don't want to release a game that's going to be a pile of mediocre with one cool thing as my first indie game. However that leaves two options.
The first is to carry on and extend development of Minotaur. I feel like this game has potential, but the current incarnation is just not there. To make it a proper game, I'd want to build a really smart procedural map builder, capable of placing locked doors, keys, traps, puzzles, and all the stuffs that really make a dungeon crawler fun to explore. I'd want to make a fair number of enemy types with scalable AI. I'd want to add a full equipment and item system, so gold isn't just a number, but a key to the experience. There's so much that could go into this game, but it all takes time.
The second option is to shelve Minotaur. I use the term "shelve" instead of "can" because, like I said before, I think there's some strong potential in Minotaur, and I would love to see it done right. I can let Minotaur wait until both it and I are ready to make it really shine. It will still be there.
Of course, this is not entirely a binary decision - there's a myriad of in-betweens here, such as wrapping up what I've got so far in a demo. However, I'm not going to decide quite yet. I'm going to take this week to game jam and think. I'm going to play with new tools and see what happens.
See you next week.