‘sup?

So, what’s happened since that last bout of euphoria? Not a whole lot, unfortunately. I think I might have caught a cold or something, ’cause I’ve been dead tired the last few days, and haven’t been able to sleep. So, bad combination, that. Led to a couple days of grumpy me. Alas.

Things are still good, though. Work’s went really well today, despite a bout of tired-induced writer’s block the day before. So, tomorrow I’ll get to either start in on a new character, or keep working on my ‘pet’ character, which I’m basically gonna do even if I have to write her entirely in my spare time.

Kinda weird, I’ve got a couple really good games queued up – I’d like to finish Dead Rising, Yakuza, Tomb Raider: Legend, and a fistful of Xbox 1 titles, DS games, whatever. But I’m definitely hitting the saturation wall, where unless something’s essentially a social experience, I haven’t been all that interested in actually *playing* anything. I think it’s just when you’re thinking about a game all day, it takes a certain alignment of the stars to make playing a game in the downtime appealing.

Weirdly, I don’t feel that way about thinking about *working* on another game, but yeah, take from that what you will.

I’ve been taking Mobius to the local dog walk near Beach School. This is pretty different than the dog walk that’s closer to my house – it’s less interesting, say, from a topological perspective, but there’s always a lot of dogs there. So, if I take Mobi to the local dog walk, he’s lucky to find another dog to play with. If I hop into the car, it’s a three minute drive, and there’s never been less than five other dogs. So, he gets to socialize a bit, and meet a whole bunch of new people, which is basically his favorite thing. So, that’s been really good.

Hm. 9:30. Maybe I’ll hit the hay, try to get a good night’s sleep. Hit up the pool in the morning, go for a swim, and settle in to another day of writing.

It’s sort of strange, that my career is now about 80% writing, and only about 20% what I’d consider “design.” Sure, all the dialog trees are essentially gameplay logic, and there’s a good deal of awareness of what you’re trying to get a player to do, or how you’re trying to steer a conversation, or how a particular conversation should reflect how the player’s played. But it’s weird, because it definitely feels like my primary job is the writing, and it’s almost like a secondary job to make sure that the logic and stuff actually works.

Bizarre. NaNoWriMo last year ended up being way, way more useful than I could have ever imagined.

Leave a Reply