Believe

The whole tooth disaster has kind of thrown everything into confusion here, and we’re still trying to catch up. So many boring things need to be done: the flat needs to be cleaned, paperwork taken care of, that sort of thing. And we also have to work on creative or at least creativity-related issues: sending Verena’s novel out to agents, and finishing my own novel. (And a couple of other things I’m working on, that I’ll say more about later.)

It’s all kind of shitty right now, though. The weather is incredibly depressing; three weeks of sunshine just aren’t enough, and no matter how much I try to ignore it, I feel this underlying sense of heaviness, of being in the wrong place. Verena feels much the same. The money situation could also be better, and I fear looking for yet another mind-numbing job will soon be a priority. I don’t mind working, and working hard (we did 36-hour days in the theatre and never complained), but I wish I could do something I’m actually good at.

I haven’t lost faith. Watching Believe: The Eddie Izzard Story (a documentary about Eddie Izzard’s life) reminded me just how many times the people I admire fell on their faces before they got the chance to do what they wanted, and that no matter how many people tell you that you’re mad, that doesn’t mean they’re right.

But man, we’ve been working at this for a long time, and the dark days sure are dark…

Well, fuck that. Back to work.

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3 Comments

  1. The Punctual Norseman

     /  August 13, 2010

    Got over here from Weir’s site and I really enjoyed the concept of Phenomenon 32 although I found the platforming a bit frustrating from a control standpoint.

    Nevertheless I persevered and progressed.

    I loved the sound design and the visual style, a sense of the atmosphere was very present, even oppressive at times. The voice acting was surprisingly good and the writing more than adequate.

    I liked the variety in the resource collection but I do wish you had taken the idea a bit further. Perhaps associated the different types of resource to specific areas or made one collected from dead enemies or some sort of semi-sentient mobile type that made you work to collect it. A type that was alloyed from two of the basic types with the aid of unlocked or constructed machinery perhaps? I could throw out several more, at least some of which would actually be viable, but you get the point. There was more potential in this idea than you used. It could have lead to much more variety in how the player played the game. A missed opportunity to increase the “fun” factor I think.

    The platforming was serviceable, however, I felt like there was a small but noticeable delay when jumping between the button press and the execution. Just enough to cause me to miss jumps and plummet off of ledges until I learned to compensate for it. A bit more tuning here would have been nice. Ultimately, it didn’t stop me from enjoying the game, but I wouldn’t be surprised if it stopped others with shorter attention spans and less tolerance for quirks.

    For some reason your game really got me thinking, there was a seed of inspiration in it for me and I filled a half-dozen pages with thoughts, observations, and plans while playing it. I suspect its rough edges lead me to think a lot about cleaning them up.

    I felt that was worth something so I dropped you a few euro, 5 to be exact. Unfortunately, I’m not really in any sort of economic position to patronize your art significantly, but I figure some words of encouragement and a simple meal on me is something right? Nourishment is useful.

    Weirdly, the fact that I was willing to donate to you convinced me to pay the 9 dollars for Saira. I should probably thank you for that as well.

    On the actual topic of this post, there is importance in the struggle, a test cannot help but teach and shape the student and is necessary to prove the final product. A weapon must be tested, a car must be driven, a bed must be pressed upon. An artist must toil.

    You need a certain measure of faith when searching for success, blind stupid irrational faith. Hopefully you don’t run out before you find what you’re looking for.

    Cheers and good luck.

  2. Thanks for your donation and your feedback. (An email about being included in my next game will follow shortly.)

    The control issue: the fault is partially mine and partially Construct’s. Some issues I simply could not fix, and others show up very selectively on different systems. It’s very frustrating, and I’m hoping that future releases of the software might help me create a more stable version.

    As for the design: the game has a number of structural issues that I am entirely aware of, but that were beyond my endurance to fix. Partially these grew out of the sheer length and complexity of the design and development process. If I could make the game again, a lot of aspects (like resource collection or the reconstruction of technologies) would be structured differently.

  3. The Punctual Norseman

     /  August 15, 2010

    Hindsight… 20/20… etc

    It’s probably best to move on and incorporate those lessons into your next project rather than trying to fix something that is only slightly broken.

    I’ll keep an eye on you and I’m sure I’ll find another excuse to donate in the future if only so that I can continue to fill your comment sections with monolithic walls of text.

    Keep building.