Hitting the Wall of Boring Code
I’ve been prodding at making Sound System II over the past couple of days and not having much luck with it. The weird frustration here is that I have a pretty clear idea of what the game is meant to be in terms of its technical specifications and in terms of its conceptual “point”, but the actual task and process of writing the code to make those things is killing me with its dullness.
Hilariously, the times I feel more like this about a game I’m making is when I’m making an effort to implement something more or less “game-like” instead of my usual “game-esque” affairs. So this game involves something that looks like gameplay, has avatar movement and “enemies” moving in patterns and so on. And that’s what’s driving me mad with boredom. Likewise, all the game-like parts of, say, Jostle Parent and, frankly, all of You Say Jump I Say How High, to give two other examples, were the things that massively slowed me down. I just seem to find it very hard to care about traditional gameplay stuff, even when I need it for a game and it feels like it multiplies production time by a substantial factor.
This could be a defensive boredom, perhaps? As in, I’m bored to avoid facing the horrible truth that I’m horrible at this kind of coding? These “simple but not actually easy to achieve” effects are not for the likes of me. I look at something like Michael Brough’s Helix, for instance, and shudder with how complicated all the code for the little moving enemy things and the calculation of the circling look to me.
What is the solution to this? In the end, I’m guessing I can do this stuff I need to do, but wow how I wish I didn’t have to.
But what the game demands, the game gets, right?