For the majority of my life, I didn’t think about anything in anyway. Mainly because I wasn’t an adult, am autistic, and hadn’t that rising conflict that pushed me toward game design yet.
Long story short, I was a content creator for the Plants vs Zombies shooter games. Primarily Battle for Neighborville (BFN), my favorite game in the series.
During the game’s life, I made a lot of analysis videos on the game critiquing it’s design and balance. BFN was so flawed, it actually planted the seed for my game design skills and what NOT to do.
I wondered here and there if I could make my own PvP shooter game.
Then, after BFN got discontinued just a year after launch, and with content creation being unsustainable, I pivoted to the next natural thing: Creating that theoretical PvP shooter game.
That was 6 years ago.
I’ve been on this crusade since I was 16 years old. I’m 21 now.
I’ve spent those 6 years learning how to design and program. But more importantly, grow as a person.
To answer the question, the reason I dedicate my everything to Monkanics is because I want to re-capture the magic and community I felt during my BFN era in a new way, with me in the driver’s seat, more than anything else in my entire life. Period.
No matter how many times I failed, or hit a roadblock, or had an anxiety spiral, or reiterate my concepts, or blogs I deleted, or how much I miss the old times, I. NEVER. STOPPED. TRYING!!!
In the present day, I have the concept for Monkanics 90% solidified and am making very good progress on the prototype.
I believe I’ll have a public prototype ready to play this year. Once I release that, I use the feedback to improve the game, then I make changes, then playtest again, and repeat. That’s the lifestyle I want to achieve.