How to psychologically trick yourself to emancipate yourself from mental slavery & produce more video games.

Open with the trick: At the top of your to do list write,

“My favorite thing is to organize my todo list.”

and keep it at the top of your to do list. You might not understand why, but this is very important and I’ll explain why now:

Ruie #1: You cannot force creativity. If you try and force creativity you end up with comedy like early 80s Naked Gun and Police Academies where they paid famous comedians to sit around drink burbon & smoke cigars to bang out scripts. Sure a lot of jokes in Naked Gun and Police Academy movies are super funny, but some are obviously forced… This is the casualty of forced creativity, bad jokes, bad culture, bad writing.

Thankfully it’s always raining creative ideas on us souls. If we do not write them down, we watched them fall to the ground and not be collected in a creativity bucket. Always write down ideas when you get them. Write them on a phone text editor, or voice recorder for later. Email them to yourself. Do what you can, but take notes when funny things happen. When you’re home and see your email and phone notes put them in your todo list.

Now most of us have no problems being creative. It’s what makes us want to abandon projects and jump on others. Yet organizing these notes, keeps your projects distinctly grouped. As a creative soul, I see no problem working on 2-10 projects at once. It’s simply more creative buckets to collect rain in. Active dev normally happens only on 1-3, as life is not a race and neuroscientists say it’s good for the cerebral cortex to bounce from task to task. Only businessmen, bean counters, money grubbers will tell you to pound your nose to the grindstone in one task. Bouncing from several projects actually often brings you joy so you produce more… And if one project starts monetizing and you like it, then you can give it more attention. There’s nothing wrong tackling 2-10+ projects at once if your mind enjoys that. You need to let your mind run the show, not force yourself to do something or it becomes un fun and you do not want to do it. Obviously if you have 10 projects probably 7 or 8 of them are just idea depots in notepad.exe you’re putting the ideas down, but there’s nothing wrong with that. In fact it’s good.

Now that you have wild amounts of creativity gushing, remember the creativity doesn’t stop gushing! It will get frustrating to want to write your story, but the paper you write on needs to be made. I say coding games is like making papyrus. You can’t express your message until you create the book you’re writing in. It’s very difficult to make a game obviously, but the pent up time effort forces you to do revisions on your story. The annoying pent up feeling is like your English teacher saying,”I can’t accept your essay now, go revise it.” You end up revising and revising your story as you code your techs so when you finally release it, it’s super polished! The negative of being held back and pent up becomes a positive as your final product has forced epic quality control to release that required of masterpieces.

Now comes the good part… Organizing your todo list doesn’t take much effort. You don’t have to have a coder’s mentality to work through a huge list of ideas, techs you need to do to implement them. You might not even have any desire to code at all. You might just think,”This has to be better than social media or watching netflix” Suddenly you start moving ideas near each other to see how you can chain comedy together which comes natural. Maybe you get more ideas. You get stoked at your story and all your ideas. Then you see techs you could take a stab at to push it just a bit forward… You have a huge selection of techs because they’re hard, but you’ll see one that’s easy or one you have an angle of attack on. Then you might get stoked to code, or maybe just take those techs and break them down into smaller techs. As you organize your todo list, it’s only a matter of time before you tackle a tech and start coding. The passion of reading your ideas, your love to get it out drives you to artistic utilitarianism to get it out there. It’s like magic… Most people don’t know how to enter into code mode once they’re distracted or go on a road trip, but this is how you enter code mode… You transition by organizing your todo list! This is why you tell yourself,”Organizing my todo list is my favorite thing.” because it’s the driver to make your game which is your love and favorite thing.

More about creativity buckets and writing like Spielberg or Sienfeld who you know wrote down their life experiences and translated them into scenes:

Or take a rev up video knowing coding is like hiding yourself from the world, going to Siberia to fight Drago: https://www.youtube.com/watch?v=yL3lJfpenAc&t=28s But you can do it when you realize you’re not fighting another man, but this fight against you and yourself. Have faith, you got this. When you finish, the world’s gonna love what you’ve done and even if not, you’re going to love the better you from exiting that battle, and you can be better to enter the next. Your favorite thing to do is to organize your todo list, with prayer, it’s how you win battles without trying.

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#1 IN THE WORLD at Starcraft/Broodwar/Warcraft3/Diablo2 Hardcore/Command and Conquer3/Starcraft2 2v2. GOAT.
Before Pinky and The Brain, The Parapalegic Mice Team existed, and I told everyone in my school for weeks in hopes someone knew someone at WB/Disney/HB to make a tv show of two mice taking over the world. Next Year Pinky and The Brain was out.

1) 10-1000x things rendered with new DOTS/ECS UNITY tech that unlocks more than just one core that most video games use: Parallel Processing done right.

2) Networking that pushes the envelope where no networking has gone before. People laugh at this like it is impossible to innovate, but I marketed it to Midway in 2003, and they laughed too. Meanwhile it was working in house as a Tekken style(3d fighter) MMO with part of what today is known as rollback code. Midway’s manager was mocking what is today’s standard thinking rollback and such was impossible. Infinite action players same zone, limit only by video card and other hardware, networking ain’t a limiting thing anymore.

3) Lore/Game Mechanics based on a custom TTRPG (Intergalactic Bounty Hunter) that most everyone liked more than any RPG. RPG rules are based on Wasteland from the Commodore 64 set in space. The space flight is the spiritual successor of 90s DOS Xwing vs Tiefighter hits that everyone was disappointed ended. I had to make my own RPG, Dungeons and Dragons armor not reducing damage did not sit well.

4) First MMO designed for late game. Everyone enjoys mmos until power capped and then get bored.
There is no power cap to begin with(just a log log logarithmic progression), but there are many many many other end game design elements to make it so want to keep playing end game! The grind is there, but better and more fun things are around too! You can build up a super big fleet and it get destroyed to pieces and you start over again. You have a power floor level that you can’t go below so you’re always building permanent power, but temporary spikes of power surges and galactic dominance for fleeting moments give a rush. The larger the fleet, the larger the fleeting moment.

5) Easter Eggs: Will contain literal Easter Eggs. You find an Easter Egg in a quest. Then you hide somewhere in space. Every day it isn’t found by another player, you get a daily reward that increases. When they find it, they get an instant reward! Then the egg comes back to you. Enjoy. Go find some place obscure in the game, space is big.

6) Space Dungeons: Competitive zones with different rules, find em, dominate em, and can you find the clues around space to find the one which will be dropping special event rewards?

7) Resource Trading like Elite, but also factory building like Factorio and Satisfactory. Your economy and drones can build stuff up, but make sure no pirate, NPC or player tries to sabotage your supply chain. There will be illegal substances like fictitious drugs and contraband weapons which you can profit from greatly, but you risk your cargo being scanned by a random and getting a bounty on your head.

8) PVP bounty system. Everyone can PVP at all times. Stakes are low if your ship explodes. If you get attacked without declaring aggressive mode or an opponent to duel, the aggressor gets a bounty on their head in accordance with the damage dealt to you. If this bounty gets high enough, and they get caught, they will be put in jail. When they log on for the next few hours or days, their character can play only in jail, and visitors come see him and such. Enjoy roleplaying being a prison inmate, or just use a different crew member on your account. Developing many crew members is a thing for when you fly capital ships.

9) Grand Space Opera-> 4x emperors around you trying to conquer the galaxy like Master of Orion on a 500 billionish system scale! They ain’t even players at first, just NPCs waging war. Who’s side will you choose? Will it be based on morality or space bucks? Ok soldier of fortune, what it will be? Do it for the money, until you realize money doesn’t mean anything living under a totalitarian empire.

10) Omnipotent roleplay: Earn your right into a a movie anime by great roleplay! Live game masters in about 6-12 months after the content updates roll through. We bias people with Founder’s RP tokens some and good manner role players who stay in character(we have chat logs and even game logs). This promotes good role play even when not live GMing. Who doesn’t want to bring their friends to a movie and surprise em with their own character in it? So stay in character for a better game! https://www.starfightergeneral.com/live-role-play/

Punky-Pulpy action, Levels, stats, skills, talents, items, fleet amassing, and great apocalyptic space plots, trippy Lewis Carrol level Mad Hatter humor along the way. It’s really weird to see how this synergizes from a game design standpoint. Players naturally want to level up and power up… That’s the twink min maxer in all of us. So when humor, plots, intrigue, or NPCs getting your blood boiling to action vs them happens, you get stoked, rewarded, happy and tossed off your axis. Then when resolved, you look back and get serious about powering up. The core of a RPG gamer is always powering up, it is something we can’t get rid of, but the core of a game designer is to get you out of a spreadsheet mindset temporarily… And then you appreciate both more. So tacky humor, along serious pulp action and serious leveling up game mechanics… It is like a symphony of fun.

Game made by a soul gamer out for the player’s best interest. 150,000 hours experience #1 in many online ladders world. I don’t care about money. I just want to play games and help the poor and sick. I want you to have faith in the spirit of love.

Are you down? Cuz I need help, like crowd source and pray for me to get this out faster. If you don’t help me, it’s still coming out.

or

Get and Play Starfighter General for Free (type of morally good free that doesn’t exploit or abuse players and gives all the content available).


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