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Off topic / Re: What are y'all up to these days?
« on: 11 August 2019, 10:33:44 »
After changing my low paying service jobs and sort of flip flopping between politics and EVE Online for hobbies I'm mostly back to working on my post Mandate turn based fantasy politics simulator project. Politics was incredibly frustrating. After finally connecting with the political campaign I was supporting and working with some awesome people like Michael Sayman, of Facebook fame, on various volunteer projects, I realized the candidate I was supporting had a terrible dumpster fire campaign, for a variety of reasons and that the roughly 2 years I spent being involved in politics over multiple elections was all a waste of time. Also, the country, and the planet, are screwed especially for non-wealthy people. I had fun in EVE but I ended up having to stop for real life reasons just as I was about to become one of the top 20 richest players in the game. Which sucked. It was cool to see the devs actually implement a galactic invasion storyline recently, because while I don't play anymore I had worked with people who had plans to do a player run event in the same style. Michael offered to get me an interview at Google but realistically I wouldn't be able to hold down a knowledge job doing something I wasn't into so I had to decline.
Working on my own game really makes me miss Mandate for one specific reason. I could implement a major feature pretty easily. And there was an already working game so I could see new features in action. On my own project there is still a long stretch where its not a functioning game so the payoff of adding a feature is quite a bit reduced. Grinding through adding UI elements and AI, and other non-gameplay aspects of the game is pretty tedious also. A lot of that is my own fault for doing a game with a substantial scope increase over most other turn based 4x/grand strategy games, though. With Mandate it was mostly Majesty TFKS ++. So it was much easier to stay on target on top of the shorter conception to function time for game features. Downside of course was not being able to make a living off a FOSS game whereas if I ever do finish my current game I could theoretically pay bills and not have a day job.
Working on my own game really makes me miss Mandate for one specific reason. I could implement a major feature pretty easily. And there was an already working game so I could see new features in action. On my own project there is still a long stretch where its not a functioning game so the payoff of adding a feature is quite a bit reduced. Grinding through adding UI elements and AI, and other non-gameplay aspects of the game is pretty tedious also. A lot of that is my own fault for doing a game with a substantial scope increase over most other turn based 4x/grand strategy games, though. With Mandate it was mostly Majesty TFKS ++. So it was much easier to stay on target on top of the shorter conception to function time for game features. Downside of course was not being able to make a living off a FOSS game whereas if I ever do finish my current game I could theoretically pay bills and not have a day job.


. I am just not sure how many changes this will need.