{"id":440,"date":"2020-08-11T17:56:55","date_gmt":"2020-08-12T00:56:55","guid":{"rendered":"https:\/\/lithier.com\/w\/?p=440"},"modified":"2020-08-11T17:56:55","modified_gmt":"2020-08-12T00:56:55","slug":"dev-journal-stalled-engine","status":"publish","type":"post","link":"https:\/\/lithier.com\/w\/2020\/08\/dev-journal-stalled-engine\/","title":{"rendered":"Dev Journal: Stalled Engine"},"content":{"rendered":"<p>Well, shoot. I&#8217;ve definitely let these journals space out more than I&#8217;d intended. I&#8217;ve put it on my to-do list to update with you guys maybe a dozen times now, but&#8230; well, it went the same way as a lot of things on my to-do list from day to day. Often I&#8217;d tell myself, &#8220;today&#8217;s the day I&#8217;ll get back into it properly, and once I have some good news, once things are back on track, I&#8217;ll post a dev journal about it!&#8221; And&#8230; instead of jumping back into it, I&#8217;ve kinda been crawling back into it.<\/p>\n<p>I don&#8217;t like admitting it, but I haven&#8217;t been able to get nearly as much done lately as I usually do. I&#8217;ve been seeing a lot of engagement from folks lately and I deeply appreciate it, but that only makes me feel more ashamed when I stall out like this. I&#8217;ve already been on anti-depressants for quite a while, so I&#8217;m not sure if they&#8217;re just not as effective as they used to be, or if I&#8217;d be in a much worse place right now without them.<\/p>\n<p>Anyway, I&#8217;m tired of putting off my journal hoping for some good news to drop into my lap so I can make it a little more upbeat. I pledged to do regular journals, so I guess I&#8217;m doing a journal explaining about the foul place I&#8217;ve ended up.<\/p>\n<p>I&#8217;m actually not really sure what exactly the &#8220;cause&#8221; is. I&#8217;ve kinda dipped above and below that line where it interferes with my work for a long time, but lately it&#8217;s been worse, and I&#8217;ve been trying to find a solution, to get myself back on a better course. I&#8217;ve come up with a lot of &#8220;maybe why&#8221;s for it:<\/p>\n<ul>\n<li>The general disaster that 2020 has been<\/li>\n<li>The depression that just about everyone I know is <em>also<\/em> going through<\/li>\n<li>The half a dozen people I&#8217;m counting on for help with these projects that have either slowed to a crawl or stopped responding, mostly because they&#8217;re also depressed<\/li>\n<li>Feeling like I don&#8217;t have the right to feel bad when I have such a great job and everyone&#8217;s looking forward to my work, compounding shame on top of each negative feeling<\/li>\n<li>Feeling more intensely isolated than ever with the quarantine stymieing my attempts to actually get a social life after I made the crazy move back to Portland<\/li>\n<li>Feeling like I won&#8217;t accomplish some of my larger-scale goals for my life if I just keep making porn games forever<\/li>\n<li>Trying to transition from the thrill of &#8220;wouldn&#8217;t it be great&#8221; game design to the &#8220;actually figure out how to make all this work&#8221; part for a new project<\/li>\n<li>Trying to predict the hundreds of ways the project could go wrong and be &#8220;flawed&#8221; ahead of time to design it &#8220;perfectly&#8221; so people won&#8217;t constantly complain about things I can&#8217;t change later<\/li>\n<li>Trying to shift focus to a new project, but being unable to think of MVOL as finished when there&#8217;s still so many flaws, so much to add, and so much I should be doing to promote it and prepare it for an eventual, possible steam release<\/li>\n<\/ul>\n<p>I expect it&#8217;s one of these, or some combination of them. This isn&#8217;t a cry for help, and I&#8217;m not trying to say it&#8217;s okay for me to act this way, but I feel like I at least owe folks an explanation when things slow down like this. I&#8217;d really been hoping to get the first build of the new main project out at the start of this month, but that obviously didn&#8217;t happen. I&#8217;d been pushing myself a lot, trying to keep up that sense of pressure, and when I realized I couldn&#8217;t ship it that soon, something slipped loose, and I&#8217;ve just been reeling since then.<\/p>\n<p>I&#8217;ve still been getting things done, a little, here and there. Been trying to get more comfortable with Unity, rooting through the base engine I commissioned, figuring out how things work and what I need to change. A big challenge has actually been just trying to figure out what I&#8217;m going to do for all the supporter rewards, and how I&#8217;m going to implement them. I designed these rewards so they shouldn&#8217;t be too much extra work&#8211; once they&#8217;re set up to start with. Just a little messing around with variables right before shipping a new version. But setting them up to begin with can be a lot of extra work, and it can be kinda hard to say what &#8220;basic cheats&#8221; and &#8220;advanced cheats&#8221; should be when even the fundamentals of the gameplay are still in flux. It&#8217;s making me think maybe I should hold off on doing supporter rewards for the very first build of a new project&#8230; but if I&#8217;m starting new side projects and prototypes repeatedly, that&#8217;d mean a lot of builds with none of those cheats and so on that folks are paying for. I don&#8217;t want the rewards to get in the way, but I don&#8217;t want them to be missing too much. Maybe once I have the first set, it&#8217;ll be easier to design and implement more in the future.<\/p>\n<p>I expect it&#8217;d certainly help to bring on a proper programmer to assist with building things. Support has been going up, which has been awesome, we may be hitting multiple milestones before long to start expanding the team, and I&#8217;ve had a lead on a potential steady artist, but&#8230; well, everyone everywhere seems to be depressed and barely getting anything done, too. It&#8217;s hard not to worry about what the future actually looks like at this point. And it&#8217;s frustrating, because I know that means it&#8217;s a time we could use some escapism more than ever, and I should be striving to provide some of that. I want to be. Every time I play a game I find myself thinking about game design, whether about things I could fine tune with upcoming projects or new ideas for potential games, but&#8230;<\/p>\n<p>Usually those little strikes of inspiration keep me energized and excited to keep pushing forward. Lately, though, it hasn&#8217;t felt the same. It&#8217;s felt more like&#8230; &#8220;that would be neat, but it would probably go wrong if I did it.&#8221; And that&#8217;s&#8230; I don&#8217;t really know where that&#8217;s come from. Maybe I&#8217;ve finally just let the critics get to me? I&#8217;ve had so many people just pour love on MVOL it&#8217;s been rather embarrassing, but there&#8217;s also people that will say &#8220;it would be good if it were X&#8221; or &#8220;if it had Y&#8221; and complain endlessly about how I should change it, or how I should&#8217;ve known better than to make it the way I did. Usually I don&#8217;t let it get to me, but&#8230; I don&#8217;t know if I&#8217;m just more vulnerable to that right now, or if it&#8217;s kinda entered a feedback loop with my inherent, intense desire to figure things out ahead of time and &#8220;get it right the first time,&#8221; to measure a hundred times and cut once, so to speak. It feels like this is my chance to finally get it right from the start, but it&#8217;s&#8230; impossible, and it&#8217;s hard for me to accept that, and I guess it&#8217;s turning into &#8220;it&#8217;s impossible for me to make a game right&#8221; somewhere inside me.<\/p>\n<p>I know that&#8217;s stupid. I know there&#8217;s no such thing as perfection, and aiming for it is unhealthy. I need to accept that every game I ever make will be flawed, and there will always be people that complain about my work, and some will be right while others will be wrong. It&#8217;s better to keep moving forward and creating than to worry too much about small flaws. That&#8217;s always been the hardest thing for me to embrace, I guess.<\/p>\n<p>Anyway. That strange, bitter sense that I can&#8217;t design a game well has had me a little scared, and I&#8217;ve been trying to straighten my head out and keep myself out of the pit as best I can. Things are slow, but I think they&#8217;re gradually getting just a little better again. I wish I could share better news, but &#8220;things are still going, just slowly&#8221; is about the best I can offer right now.<\/p>\n<p>I&#8217;m sorry to share such a gloomy journal in already dark times. Please don&#8217;t worry about me. If nothing else, I&#8217;m one stubborn son of a bitch, and I&#8217;ll get things done sooner or later, no matter what tries to slow me down. I&#8217;ll find a way through this.<\/p>\n<p>I hope things are going better for you and yours, and that you&#8217;ll pull through any troubles you&#8217;re having as well. Thanks for taking the time to check in with me. Take care out there in that mess, until next time.<\/p>\n<div class=\"SnapLinksContainer\" style=\"margin-left: 0px; margin-top: 0px; display: none;\">\n<div class=\"SL_SelectionRect\">\n<div class=\"SL_SelectionLabel\"><\/div>\n<\/div>\n<p><!-- Used for easily cloning the properly namespaced rect --><\/div>\n","protected":false},"excerpt":{"rendered":"<p>Well, shoot. I&#8217;ve definitely let these journals space out more than I&#8217;d intended. I&#8217;ve put it on my to-do list to update with you guys maybe a dozen times now, but&#8230; well, it went the same way as a lot of things on my to-do list from day to day. Often I&#8217;d tell myself, &#8220;today&#8217;s the day I&#8217;ll get back into it properly, and once I have some good news, once things are back on track, I&#8217;ll post a dev journal about it!&#8221; And&#8230; instead of jumping back into it, I&#8217;ve kinda been crawling back into it.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[12],"tags":[],"class_list":["post-440","post","type-post","status-publish","format-standard","hentry","category-dev-journal"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/paRhev-76","jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/440","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/comments?post=440"}],"version-history":[{"count":3,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/440\/revisions"}],"predecessor-version":[{"id":488,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/440\/revisions\/488"}],"wp:attachment":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/media?parent=440"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/categories?post=440"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/tags?post=440"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}