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	<time pubdate datetime="2021-12-28T21:44:00+00:00">
		<sup>9:44<abbr>pm</abbr> • 2021</sup>
		<abbr title="December">Dec</abbr> 28
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<h1>Do One Thing Well</h1>
	<strong>It’s not exactly a new year’s resolution, but I do have a plan for 2022.</strong><br />
	There’s this thing that I'm good at, and yet it’s not good for me, and that’s organising other people’s
	stuff. I have to admit that my comfortable place is creating projects that make the best out of something that
	already exists rather than creating something entirely new. I am, at heart, a <em>tools</em> person.
	I overwork myself on pulling apart and cleaning up some interesting things. Most of the time, it’s absolutely not
	worth the amount of time I put into it due to how ineffective and directionless I can be. I hate to abandon projects
	that are based around stuff that’s close to my heart but at the same time all of these projects are, by their
	nature, almost infinitely open-ended.
	Readers of this blog won’t know it yet, but I've been working for months on creating a game. I spent a long time
	on the design and making sure that it was something I really wanted to do. Now that I'm in a position where I'm
	confident the game will be interesting and compelling enough I took the decision to focus my life on this creative
	endevour rather than the many existing projects I had on the board that were all sapping my energy without really
	producing anything <em>final</em>.
	<cite>Die, Bunny, Die!</cite>, is <em>different</em>.
	<a href="https://kroc.itch.io/die-bunny-die">
		<img src="/blog/do-one-thing-well/logo_thumb.png" alt="Die, Bunny, Die! logo" width="640" height="480" />
	<figcaption>The logo for <cite>Die, Bunny, Die!</cite> The design is not entirely finished, but it will do for now.—&gt;</figcaption>
		You play as a young woman who, having gotten herself into a bit of a predicament, finds herself standing
		atop of a tall building in a city wearing a bunny-suit, blood on her hands, about to throw herself to her
		death when a dark god offers a Faustian bargain. She finds herself in a place outside of normal time and
		space, doomed to die to an infinite series of brutal death traps, one death after another, forever.
		After years, possibly decades, in this prison of a dark god she’s lost her memory of who she was and how
		she got there. You, the player, must explore the meta-physical space of the prison and begin to piece
		together the story of who she is; how she got there; why is she wearing a bunny-suit, of all things; and
		perhaps find a way to escape.
	The approach to this project is fundamentally different to what I've done in the past;
	<li>This will be a commercial product;<br />
	there will be an ending and I aim to get the game finished and published</li>
	<li>I'm using <a href="https://github.com/johanberntsson/PunyInform">existing tools</a> and not developing new
	<li>I've hired a programmer(!) so I can focus on the writing</li>
	I've started a <a href="https://kroc.itch.io/die-bunny-die">development blog on Itch.io</a>, where the game will
	be initially sold when complete. There may be a Patreon but I'm uncertain  if I can commit to something that
	requires me to produce content regularly yet. I want to give people access to the design and to some of the
	beautiful writing I've surprised myself with, but I have to balance this against the commerical nature of the
	project; I'm used to doing everything <a href="https://github.com/Kroc">in the open</a> but I have to keep at
	least some things close to my chest for now.
	I would really like to hear your thoughts about this new direction. You can use the
	<a href="http://forum.camendesign.com/die-bunny-die">forum thread</a>, the
	<a href="https://discord.gg/RkYDKEV">Camen Design Discord</a>, talk to me
	<a href="https://twitter.com/KrocCamen">on twitter</a> or via e-mail at
	<a href="mailto:kroc@camendesign.com">kroc@camendesign.com</a>
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