It seems like your "designing" is borrowing parts from different games and trying to assemble them into a "new" game.
You said in this last message:
And you said that some ideas came from "Arkham Horror" too...
I wonder if that is the SOURCE of your "Blocking"??? And I don't do this.
What I mean is that I may "borrow" a mechanic or some facet of an existing game but I don't TRY TO GLUE all kinds of OTHER GAMES TOGETHER. That for certain would NEVER work. And I'm thinking while reading these threads... What is ORIGINAL in this GAME that YOU CREATED???
And all I keep reading is: "I borrowed this & that from this game... I borrowed that from that game... etc."
No wonder why you are getting BLOCKED! At some point you need to STOP GLUEING and start DESIGNING. What do I mean? Use your OWN inspiration to fill-in the gaps. And try less to focus on too many pieces from other games.
From everything I've seen and the code you sent me (D Language) is that you are merely BORROWING too much from too many different sources. And that's why you are getting "poor" or "undesirable" results.
Take for example, my "Crystal Heroes":
At first my inspiration was "The Duke". But I made a DIFFERENCE, my Tiles DO NOT MOVE. So immediately there is a SIMILARITY and a very stark DIFFERENCE. The other "piece" that I borrowed was "Tic-Tac-Toe" mechanic for scoring points. And the rest is all original. I borrowed from ONE GAME and ONE MECHANIC. The rest, I designed myself.
Much like your D Language sample: you borrowed the entire algorithm from the book. I'm not saying that is WRONG or anything. I'm just saying that when DESIGNING you need to put in your OWN "creative effort" and not try to piece together all kinds of games... I'm pretty certain that THAT will NOT WORK!
So if I equate your Programming to your Game Designing is that you are borrowing too many parts from different sources. Sure it may work okay with the D Lang sample you provided ... But you know FROM EXPERIENCE that it has NOT worked with Eldritch Express ... Because that's too fiddly and I would compare it to a 1000 piece Puzzle:
Maybe you understand... or maybe you don't.
I'm just trying to be CONSTRUCTIVE... And seeing what the issue is... Since you claim to be getting "BLOCKED" by ALL your design efforts and you cannot seem to complete any games.
My ADVICE: BORROW LESS. INVENT MORE. Because inspiring yourself by ONE (1) Game like "Elder Sign" and not RE-CREATING that game (you don't want a copy!), figure out some MECHANICS from OTHER GAMES that could be of use... And put together a LESS "borrowed" components, may end up with a more "flexible" pieces that may work BETTER TOGETHER and then you can see if you can CREATE the remaining pieces given your own impressions of the game YOU WANT TO DESIGN!
Again... I'm not saying it's BAD. I'm just saying it may be INCOMPATIBLE. That's all... I'm also trying to be CONSTRUCTIVE and bring you to see different avenues available to you... I get STUCK writing RULEBOOKS. I have three (3) games with NO RULEBOOKS and they are ALL DONE! I hate sitting there and re-writing rules. Worst thing ever (for me at least)...
Anyhow... Let me know if any of this makes SENSE or not. This is just feedback that I am getting, I may be WRONG with my understanding...
Cheers @larienna.
It's true that I borrow stuff from other games or ideas. Like I said in the past, I take lego blocks that exists and build something out of it. I rarely design new blocks, but it can sometime happens.
So yes, if I don't have all the blocks I need, I cannot progress further. This is the process of "Mechanics searching" which consist in a quest to find new blocks. This was one of the frustrating elements of board game design.
This is why I wanted to move to video game design, because this phenomenon does not seems present. Or in thin proportions.
As for the maze generating code I sent you, yes it came from a book I read about how to generate maze. Still, I managed to create an algo on my own, I did not code it yet. I will also create variations of the algo in the book, to add different flavor.
Making variations of things that already exist seems always easier for me. I think the main reason is that you already have something playable you can work with. THis is why I worked on a lot of variants.
Still, Even when using known blocks, you can create something new anyway. The configuration of blocks can change, the cement between the blocks can be different, you can paint those blocks a different color. So reusing blocks does not necessarily lead to making a game clone. I don't want to make clones, I want each game to be able to hold on it's own. But I need to have a stable platform I can start building on. Else I am just drifting at sea.
Even with the maze generation algo, yes, I coded 2 algo from the book that allowed making perfect maze. But now, there is much more to achieve which is not nearly in the book like :
But once the algo are workings, it's much easier to expand.
I always write rule books, like the one I posted in this thread, because in 6 months from now, I'll have no idea how my game worked. Just notes are often not enough to recreate the game.
It's hard to determine if an idea is borrowed or invented since the mind invent by adding stuff to things it already knows, therefore borrowing. I think all ideas are borrowed by different percentage levels.