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#1
Vessels & Memories & Deep Feelings / Re: Vessel 11 - Cherry Blossom...
Last post by droqen - April 18, 2024, 01:40:09 PM
The wonder of plant life cycles... the strange feeling of watching things spread across the earth
#2
Vessels & Memories & Deep Feelings / Vessel 11 - Cherry Blossoms
Last post by droqen - April 18, 2024, 12:51:57 PM
Why do trees flower, and why do flowers turn into leaves?
#3
Completed Projects / Re: droqever diary
Last post by droqen - April 15, 2024, 04:05:09 PM
Are the constraints meaningful?
#4
Completed Projects / Re: droqever diary
Last post by droqen - April 15, 2024, 03:53:49 PM
It's important, learning these things. The very structure of droqever has two problems, then.

1 - Because of the way they are presented, every one must explain itself as if from scratch. This is sort of exhausting. I need a way to write a 'second page' to the 'first page' that is each game, that is not hamstrung by the link-any-game structure, as much as I wanted it for 31 unmarked games.

2 - There are some motifs that keep coming out. I really like when the player's mode is switched -- when a button performs contextually different actions. Picking up a block, then dropping it . . . depending on the dropped block, that contextual button does something very different. (See Starseed Pilgrim.)
#5
Completed Projects / Re: droqever diary
Last post by droqen - April 15, 2024, 03:51:10 PM
Nope :) That's it. They can go to bed now. I find the mobile control scheme which I have imposed upon myself is too limiting: one stick (four directions) and one button is too restrictive a control scheme. Can I put this into a pattern? There are ways to combine inputs, but I feel a distinct need for two types of action: ONE TO SELECT, ONE TO ENACT. This isn't entirely true, because I make a lot, a lot, of platformers . . . a jump button is not exactly a "select" button . . . and yet it also is.

Anyway, I found myself itching to make games where you "pick up" and then either "use" and/or "drop" items. See and and perhaps others. YRKKEY'S PARADISE also has a pick up and drop control scheme -- actually, it does it with only one button as well...

but in a mobile context, I suppose that the jump button does not come across as well as on a keyboard. On a stick, "up to jump" brings a lot of distaste to my mouth.

...

What does it mean? I think I want to make a longer game where I can teach you the basic controls and build on top of that understanding. Every droqever game has to allow you to drop in on it anytime. What would it mean to make a droqever that requires previous knowledge? Maybe I can set up relationships? I'm not sure. Not sure.
#6
Completed Projects / Re: droqever diary
Last post by droqen - April 15, 2024, 08:49:46 AM
April 15
The droqevers... maybe I've been thinking about them wrong.
The thought occurred to me to make "Museum I" today, an expression of a more general pattern of creating projects designed to be built upon—but still, ones with some self-sufficiency.

They should inspire, as much as they functionally enable
#7
Completed Projects / Re: droqever diary
Last post by droqen - April 14, 2024, 01:06:39 PM
April 14
Wrote a short story (sort of) abt a character's death.
I've been thinking about the end of droqever for a little while.
The practical benefit of d.e. has been me getting in touch with the feeling of doing the work and finishing something each day.

droqever.com proper is not the perfect bound over that entire problem space; what I mean is that there are other things that do not abide by the rules of droqever which a daily creative process must enable, for me.

I came into it with the assumption that I wanted to make a game every day, but that's not true. Godot, I should note, is not a blocker, as much as the necessity of making something public facing ("releasing" a game every day, rather than creating something worth building on top of), and the constraint of it being game-shaped (rather than e.g. an entire story).

However. Both those incorrect constrains contain rough details of correctness.

There was and is something critical about producing something "finished" which I can capture by releasing a game that is hard to capture in other ways.

I must learn these other ways.
#8
Completed Projects / Re: droqever diary
Last post by droqen - April 13, 2024, 04:24:53 PM
At the VALU VILLAGE, looking at books. These are written for somebody, for a function, but not for me, not at me.

I like the feeling of engaging with a thing that has a function.
#9
Completed Projects / Re: droqever diary
Last post by droqen - April 13, 2024, 02:20:21 PM
next id like to make something like the black company, like the game that rips from the black company (battle brothers?) but with more secrets in the recruits, people who carry hidden powers, hidden traumas

maybe that's a little Darkest Dungeon-y, i dunno

my old idea about secret levels of confidence that affect how likely a character's reports for success are true
#10
Close reading / Re: Ways of Speaking
Last post by droqen - April 13, 2024, 12:31:45 PM
This calls for a Kinopio. I need to understand how these things connect, so that I can understand how I feel about them.