Remarkably, as of late, things are getting done in terms of development, and that's a radical change over the recent past. I actually am doing what I'd call a great merge at the moment. I've taken the Planetary generation algorithm from Planetbreakers and the solar system generation algorithm from Project Interstellar, and am in the process of combining them.
Voila: I've now a whole lot of real-estate and nothing particularly useful being done with it. The main trouble being that I'm still having a tough time deciding on exactly what this game is.
- An online RPG, like a mud?
- An adventure game, like a roguelike?
- An empire building game, like a 4X game?
- A compellingly simulated environment, like dwarf fortress?
It's only natural that some of that pressure will escape. When I'm blogging here or browsing the Internet, this a case where I'm letting off steam when I should probably be directing that energy towards realizing my game. However, this can also happen even within the development process itself.
For example, yesterday I made the planets in the above screenshot on the left, formerly turfs, into objects. Then I taught those objects how to orbit their sun. This is a cute and easy cosmetic improvement, but wholly not what I need to be worried about doing. There'll be plenty of time to add little details when I have a playable framework of a game.