

Okay guys, sit down. We need to talk. About 2027. Yep, that's right. I said it. The year of 2027. Let’s go my mans.
2027 = I want to finish my game. And here's my plan (maybe):
1. "EPISODE 1" of the game releases at the start of 2027. It will contain a small part of the game. Just to get something out, incentivice me to finish things, cut down some ideas and stop the procrastination of some others. It's actually more of a demo/beta version than "the first episode" of the game, but I call it an episode because it raises the quality bar compared to the word ”demo".
2. "EPISODE 2" releases later, and it includes the whole EPISODE 1 plus more stuff. Hopefully everything is now a bit more polished, and this polished-ness will also spread itself back to the EPISODE 1 material, because that's how programming a game works (improving the underlying system improves all parts of the game automatically, because everything in the game is generated from this system).
3. Then "EPISODE 3" comes a bit later in the same fashion. This episode will hopefully be the final game (some technical and performance/compatibility fixes may be added even later though). This is also not really an episode, it's a full game, but I call all of these episodes because it helps my process.
My hope is that this will all happen inside the year of 2027.
To make an ambitious project finished, I've realized the best way isn't to try to do it, but to stop trying to do everything else. So most of all, until the end of the year, I will leave space in my calendar and hope that this empty space will naturally lead me to making the game. When you force yourself you easily do too much, when you procrastinate you do too little, but if you just sit and wait you'll eventually have to do something and that something will be in a natural way and a natural amount. Your body knows what to do, when and how much, more than your ideas and plans do.
This means not filling up ALL weekends with plans and activities. Leave some of them open, because then I’ll have to fill them up. It also means cutting down on my main hobby of 2026: trying to answer all questions in the universe (I had to make a book of my thoughts because I had too many thoughts for this blog during the year). I probably won’t be able to stay away from this, but if that’s the case I know it’s my actual interest I'm following and not some endless escapist obsession or comfort zone (which would unnecessarily block the production and finishment of this game).
This is a big project, a more ambitious game than my last one, so it's only first now I'm starting to be able to imagine the final game as one single thing in my head. And imagining the final game as one thing in my head is needed for me to then actually create that imagined game (if you've read my post about abstractions you know how crucial it is to turn many fragmented thoughts into one simplified idea to actually be able to do things). So this is what I'll be doing the rest of the development time. This could mean having to cut down on content and realize my limitations, letting go of some ambition around scope, size and amount (but not quality!), but it could also mean something else. I'm not really sure yet.
The only thing I know is that I need a grip of the whole game as a thing, and not just of the separate parts of it. All loose ends must come together to make the game finished. And it must do so in an elegant and powerful way. No shortcuts allowed, but no detours allowed either. I think.
And when all of this is done, I'm not far from halfways to my ambitious dream of a web game "console" with 10 good games on it. If the EU Kids Act doesn't come and kill the joy of art on the web first, that is...
The "K-pop girl" in a fur jacket in a Y2K room planning for kbrecordzz' 2027 was initially AI generated by https://craiyon.com.
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