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Muz



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28th July, 2005 at 22:55:32 -

I miss the old days of kliking. Back then it was a thrill to make games. Now I've got these ridiculously high standards, so, it's not really that fun making these games anymore. There's just no thrill to it, no sudden rush of energy to feel.

Back then, there was kind of a thrill to it. A feeling to keep going with an unfinished game. Now, it's just... not there. It's more of a dread to open up a file and swear words, etc when trying to program a realistic physics engine, AI, do the graphics, do neat little special effects that don't work, etc.

IOTM was fun. It was fun to put all my years of experience into the crappiest game I could make in an hour. I dunno what possessed me to make a custom movement engine for that game, though .

And Combatant still is fun to make. The only problem is I never seem to get anywhere with it. It's fun making a random combat generator, random town generators. A bit stressful at times, but still fun.

 
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Windybeard Games



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28th July, 2005 at 23:35:40 -

theres always fun in making games, if your not enjoying it you should take a break for a while, if your not having fun making it, people arnt going to be having fun playing it.

games dont need realistic physics engines and flashy effects to be fun, they are a nice extra, but not a necessity. look at games classic games like zelda and wonderboy, maybe not everyones cup of tea but the point is they are fantastic games with extremly simple ideas.

i was playing a game called "wandering fighter" today. its soo basic it hurts but damn is that game a joy to play. Its all about fun.

If you didn't have fun throwing stones at a clown, would you bother throwing them at all???


 
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Muz



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29th July, 2005 at 00:12:45 -

Well, there's some fun, but it tends to get frustrating once a few of the built-in bugs with MMF pop up, like how things tend not to fall at the same time or how certain movement techniques make active objects skip a few pixels on some of the movements.

But on games that are fun to make, was IOTM really as much fun for you all as it was to me?

 
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.

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Dustin Gunn

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29th July, 2005 at 02:15:03 -

"Back then, there was kind of a thrill to it. A feeling to keep going with an unfinished game."

What the hell are you even talking about? You never had that, you never finished a game. "Kliking" is the same as it's always been, but making shitty games will always be less fun than making a game anyone will actually want to play.

"But on games that are fun to make, was IOTM really as much fun for you all as it was to me?"

no

 
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Nuklear41

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29th July, 2005 at 03:50:28 -

Oh, I am watching the Chapell show and I just need to say,

"IM RICK JAMES, BITCH!!!!!!!"

Can't you tell that I have fun by all the crap that I put out?
I know how you feel. I just want to have fun and feel that rush. I mean jesus, just have fun. I care about graphics but not that much. It is the engine and just overall getting that "high" you get while making a game.....................BITCH!!!!!!!


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卍 chicken14528 卍



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29th July, 2005 at 04:35:23 -

thats what happens when you have fun klikking. you put out the shit that nuklear makes

 
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Silveraura

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29th July, 2005 at 04:42:07 -

I still have a little fun kliking, but normally only when I start a project that I can see actually getting finished. Thats when I start working alot faster & more direct & having more fun with it. Normally I dont release games that I dont enjoy for more then 5 minutes anymore though, so its rare that any of my new games are here on DC. Explain anything to anyone? Didnt think so. Anyway, yeah, I'd say kliking is still fun, though not nearly as fun as it was when everything you made in TGF was the best thing in the world in your eyes, only because you thought libs were cool & that everyone would love your game. I can imagen that this is how almost all newbies feel about there still though. After they slowly progress & become better though, there expectations get higher & they put more stress on making sure that its actually good. Thats prolly why it doesnt seem as much fun anymore. Your more bent on making something quality, unlike before when ever anything you did seemed like quality to you. Even if it didnt to everyone else.

Did I make a point to anyone? Maybe perhaps it was just skimmed through? Well this isnt my topic anyway. Continue

 
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The Chris Street

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29th July, 2005 at 07:40:18 -

I still enjoy klikking, but part of me feels it has gotten less enjoyable than how it used to be. Part of me still feels that this is a competition, and if someone releases a game before you that is better than yours, you feel less motivated to finish it... I should know, hence the countless Wibble Wacky World abandonments.

If you release a demo and all you see is critisism, constructive or not, it will always demotivate you. Loads of people have told me to add weapons to MSD2, and I reluctantly did so. Immediately the game became crappier, so after much pondering I settled for a powerup which gives you a higher jumping ability, faster speed and invincibility all in one. You could also plough through enemies. That would be the only powerup in the game however, but once I thought of the idea, implemented it, it worked rather well, and I got myself motivated again. In addition, MSD2 is to feature at the Click Convention as some of you know; there'll be an inner motivation to tidy up the game and make it look good. But again, all this is to impress, and if people aren't, then demotivation is on the cards.

Basically what I'm trying to say is that its a topsy turvy world. You think of an idea, you get back into the fun of game making, yet when you think of all the competition out there, you feel that your game has to be the absolute best it can be, which takes time, which can be very tiring.

 
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卍 chicken14528 卍



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29th July, 2005 at 08:08:48 -

i still say initial engine work is a bitch, and will never be fun

 
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Pete Nattress

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29th July, 2005 at 08:44:26 -

To be honest, I haven't done any game making for months. I guess I don't have the time any more. I'm working 2 jobs, one at a supermarket and the other doing ActionScript coding, I've just finished my A-Levels and I'm off to uni in 2 months, so in my free time I'm either playing professional games, writing for my website, or out with my friends. I'd love to get back into game making; perhaps MMF 2 will motivate me. Either that or switch to a "proper" scripting language, like Flash, which will probably make it easier to do the advanced stuff I concoct in my fantasies about making the ulitmate game in the universe. I never made a game I was proud of, if you look on my site, you'll see all the stuff I've churned out is complete turd. Hum ho.

 
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Deleted User
29th July, 2005 at 09:55:50 -

I really agree with Circy regarding the release of demos. That's why I never release any ^^;

 

Cazra

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29th July, 2005 at 10:05:45 -

I still enjoy kliking. Every now and then though I come to a point where I've pushed MMF's limits and have to find a way around the limits(which becomes frustrating). Sometimes after working on the same game for a long time,I might get bored of it at points. In those cases, either take a really long break, get a soda out of the fridge to keep me focused(caffeine is a game maker's best friend), or force myself to work on it.

 
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hop



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29th July, 2005 at 10:16:14 -

I enjoy kilking the most when just starting a new game. I actually like making a new engine and tweaking it to its best. Once the initial work is done and the first level is finished for example, I get really bored with my games.

 
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29th July, 2005 at 10:44:29 -

wow, hop, thats exactly the way i feel, sorta why i never finish any of my games

 
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clwe



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29th July, 2005 at 12:11:02 -

Yup. It's easy to fall into the trap where you make an engine for a game, design the first level or two and then promptly leave it to gather dust. I should know, I've done it often enough. I've only finished a few games because of that. It's not hard to pin down *why* I do this - I usually feel as if that's as far as I need to go with a game...or I get other game ideas that are more exciting/interesting, which I then pursue instead. Having said that, there's no denying the satisfaction you get from actually completing a game, whether it's big or small.

I think that if you have an unfinished game that has real potential (to you), you're much more likely to complete it. For example...if you actually find it fun to test the game over and over again =P, or if the game feels like something unique (in comparison to what's out there) with its own style. There is an element of 'competition' present, which probably stems from the fact that you view your game-in-progress as the greatest =P (regardless of popular opinion). That usually changes when you look back at your games =P, but hey - if you don't see your work as anything special at the time, you probably wont get far...

 
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