Re: requesting ideas for a new game by UltraSound

The only major problem I'm seeing is that you have listed everything you're bad at without listing anything you are good at. What are some things you are good at? In audio games, the most important bases to cover are game designer, programmer, sound designer, and story writer if there is one. You've ruled out sound design and story writing, so what's left? You may want to read some books on the subject of game design, and if you are up to it, read some on game programming also. Designing a game isn't just about writing the user manual; you have to implement the core mechanics so that they are balanced and offer a fun play experience. Audio games lack a lot of the performance and efficiency trim that mainstream games have just because the developers are lazy. I mean there are a lot of things like double buffers, frame clocks, better i/o handling and other things that can make the game seem to run smoother but are a bit more difficult to code. In fact I have n't coded a frame clock into my own game, out of sheer laziness, and I've been called out on it and probably should do so.
Also you mention that you have a fair amount of depression. In my opinion, and please take this with a grain of salt, depression makes it hard to work on games effectively because you lose the meaning of fun. I have experienced some minor depression myself, and it never occurred to me to try to develop games to get over it, but I know it was difficult to have fun. If games are about having fun, then developing games is about making fun, and if one can't have fun, it seems inconceivable that one can make fun, at least without the right stimuli. I don't think making games is a good way to stifle the depression because eventually you'll submerge yourself so much into it and burn out; you have to confront it at its rots and figure it out.

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