(There are two update posts for Week 13. One of them is me rambling about GDC, and the other is me rambling about Ludexor. This is the Ludexor version.)
I learned quite a bit from GDC. A lot of it has helped me form a new plan of attack for Ludexor. Since I firmly believe in being open about what’s going on behind the scenes, here’s some insight as to what’s happening next.
Biweekly Game Jam… Things
Since I both need something to show for a portfolio if I’m to get a job in the industry, and since it would be much more motivating and profitable to actually have something for you to play, I’m going to take up a habit of frequently making experimental prototypes. Or, since that sentence was a mouthful, every two weeks or so I am going to try to create some… thing. Those “things” will hopefully be playable games that I can make public while I continue to expand upon. If all goes well, it should mean there are gradually more things from Ludexor to play with, and that the games people enjoy most will be updated and improved often.
Getting A “Real” Job
I had an agreement with my parents—as I am still living under their roof—that I would have until the end of February to prove Ludexor is profitable enough to make a solid income, and that if that failed, I would move towards getting a job elsewhere, be it in the industry, or in, say, retail. And since Ludexor is taking more time than I would have liked to get going… that means—want to or not—they’re going to be pestering me frequently to get a job.
And to be fair, I do want to get a job. I want to secure an income so that I can get out of here. That probably sounds more harsh than I mean it to, but the simple fact of the matter is that I would much enjoy the peace and quiet of being on my own. To do that, I need money. To do that, I need a job.
I could ramble on about how this will affect Ludexor, but it’s probably obvious: I will have less time to work on Ludexor. We’ll see how that affects things. It is what it is.
I am going to start off by saying that I am not pulling the plug on this. However, the more I consider what I want PotatoBucket to be, the more obvious it’s becoming that it’s actually a pretty terrible project to start with. I still want to do it, and should I be able to, I still plan on making it happen. However… it seems that the best thing to do—for now—is to shelve the project. I’m not killing it, but it’s best left for later. It’s too large of a project to start with… which is silly, considering how much of a joke it was meant as when the idea was first presented.
That’s about it. There’s not too terribly much else to say, and besides, I already wall-of-texted my blog this week with the GDC post. If you want to feel your monitor is a blurry waterfall of words, go read that.
That’s all I’ve got.