I also consider myself code monkey, although I probably haven’t been pulling my weight enough on that side.
BloodMoney is out. RIP.
(No, he’s not dead, just busy with new job stuff and doesn’t want to commit and be dead weight.)
Roketfiq is also quite busy IIRC, I’ll ping him on Discord and see if he’s in. It would be nice if you could hop on discord every now and then.
(Moved: reply to this thread post)
Your idea of design-docs, design-first, etc. is what the gaming industry tried (and perhaps still does, sadly) in the late nineties / early 2000s. Like Waterfall software development, it doesn’t work because what sounds good on paper may not be fun in reality.
So the “new” way is to prototype rapidly (as fast as possible) – no UI, coloured squares, etc. because if it’s fun at that level (like that other game you described), adding polish and properly theming etc. will rock it. But if it’s not fun, no amount of shine can make it a great game.
With our small time commitments (not putting it down, saying: compared to eight hours a day), we drag out if we do that. We tried that with the PCG shooter and sort of were prototyping until the last week.
Please pick the new game/genre. One thing that works for me is “dream the best version of the game and slice the smallest possible MVP you can.” For you, one thing that works is “what can I make in X dev time that I will play for X+Y game time?”
RPGs, MMOs, and anything with networking are probably too big to bite off. Then again, if you’ve played Final Fantasy VI, they have this awesome “collesium” which is basically an autobattle of you vs. an enemy. That, or FF7’s “Golden Chocobo” arena sounds fun (TLDR: you vs. seven rounds of enemies, and after each round, something random breaks, like all spells, or all summons, or your sword, or your level cuts in half, etc.)
Can we please move this back to the gamedev thread? It’s not really about the PCG shooter any more.