Here at JGO, we love every project we see: be it small and baby steps, or something large and advanced. Personally for me, I started working on the biggest project I’d ever undertaken which was ProjectMP - a fully multiplayer terraria-like clone. The challenge there for me was to make it completely multiplayer compatible. It lasted around six months but was fully multiplayer from the start. The only downside was that the game itself was something most of us could make in a much shorter time than I did: it really only had world generation, movement, and mining. It was more of a labour of love for me, but I felt that I couldn’t present it because it was so bare and lacking for the amount of time I worked on it. Adding any real features involved once again fiddling with networking which was a long process.
On the other hand, I could make what I wanted that project to be, but entirely singleplayer. Sure, it’s now all cool and stuff… “but where’s the multiplayer”?
This is what I feel is the difference between “technically impressive” and “fun”. ProjectMP is my biggest achievement, but I feel that no one would really see it because of how similar and plain it looks. On the flip side, anyone can do a Terraria-clone with enough time, but that’s because singleplayer doesn’t pose much of a challenge to me.
I don’t really know where I was going with this, but I often have to decide “do I want to make a lacking, technically challenging game” or “a flashy but not technically impressive game”. What do you think?