Hello old friends,
I’ve been gone far too long, but I couldn’t leave the community like this; so here’s a big post with an update about me and OPM.
Just to get it out of the way, I do feel like I left you people out in the cold. My silent exit from the community was a result of me getting burned out on KSP, feeling guilty about not stopping by the forums anymore and getting rusty with the modding tools.
The KSP community deserves much more than that, so I finally decided to write this and get the ball rolling on how to preserve and continue OPM. More on that in the final paragraph, first an update on what else has been going on with my life.
My personal life has had its ups and down. On the one hand I wasn’t given a new contract after 2 years working at my current job. It was a great place to work at and I’ll miss it, but the economy is strong and I have no doubt I’ll find something that fits me in the coming months.
On the other hand me and my girlfriend finally got around to officially having our own place, after being in a relationship together for 7 years. That evens out a lot
As I mentioned the last time I commented on my future, I have been working on a game of my own. In the early months it was more about finding the right concept and the right engine to work with. A few things didn’t work out, but this is par for the course in game development.
For a while I’ve been working on a concept and have been developing it beyond the initial stages. Its working title is Desktop Monsters. Like Stardew Valley before it, Desktop Monsters tries to bring an underused genre to PC: that of the monster fighting/collecting RPG.
This genre of RPG has become stale in recent years and it has never had much of a PC presence, so I thought I’d have a crack at it. To make this game I’m using RPG Maker MV, an updated version of the engine that was used to make great games like To the Moon and OneShot, as well as many fan-made Pokémon games. It’s easy to get started with, but can do quite a lot once you get into it.
It might seem like a departure from what I did with OPM, but it’s surprisingly similar. Both projects rely heavily on making clear systems: just as the moons and planets I built had to follow certain rules, so does the day-night cycle influence what NPCs show up or what monsters you will encounter.
At the moment I’m working on the various gameplay mechanics that the game needs. Once it becomes more visual, more like the final product, I’ll have something to show off to you guys.
The future of OPM
The things above are what is keeping me busy these days. Because of this I don’t have the time to work on OPM anymore. Poodmund contacted me a while ago and came up with a great idea about this: turn OPM in to a open source project to ensure its longevity.
I think that the best thing would be if I didn’t have a too important role in managing an updated OPM. I suggest a small team of people with managing rights of an open source repository. That way the mod would continue to be updateable, even if someone falls off the face of the earth (like I did).
Also could someone update me on the state of (Kopernicus) modding scene these past months? I have no idea what’s been going on and it’s a bit too gargantuan task to read back all the forum threads