I had a week-ish-long vacation coming my way, and planned to do what any red-blooded American does – spend hours every day making a game!
I’ve had a problem lately with motivation, however, and I didn’t want this to trip me up over the weekend. It’s not that I haven’t been motivated to work – maybe a better word would be inspiration. Nothing I’ve been making has really given me a good drive to keep going.
So I spent Tuesday night (the night before my vacation) listing some of my favorite games and what, exactly, the mechanics were that I enjoyed.
This was a very fun process and really got me thinking about what is it about certain games that appeals to me. My plan was to cut out the best parts, tape them together, and blammo! I’ve got a game. I didn’t end up doing that, but I did figure out my ideal game.
A 2D game where you sneak around and kill people in a puzzle-esque fashion. Where you have perfect information about enemy placement (you know where everyone is even if it’s not in line of sight) and can recoup from a failed stealthy run in some way. If that description sounds familiar to you, then you might have an idea of my deflation that night.
Molly comes to the rescue on a hike the next morning – reminding me how much I love terrible First Person Shooters (I recently bought Homefront for the second time, because I really wanted to go through the campaign again). I harkened it back to my love of bad action movies, and there it was – a wave-based FPS game where the ultimate goal (for me) would be to just have a ridiculous variety of weapons, be they useful or just dumb. This also satisfies my requirement that every game I make have a good codename/acronym – Bad Action Movie FPS = BAM. Woohoo!