Since recovering from a sinus infection and the kids being off from school for MLK Day, I’ve been slowed down to an absolute crawl on dev stuff. The lack of energy and indecision about what to tackle next has gotten me a bit frozen in place.
I have kept busy with side projects, like designing the standing banner above for the upcoming MakerX show on Feb. 29th – as well as ordering stickers, since I’m getting low again.
What HAS been worked on is getting the last bits of the demo polished. Since I decided to cut the 3rd level to just a brief taste, I’m hoping I can add enough emotional ‘oomph’ to it that will leave a player wanting to see more. I’m hoping with kiddo 2 having a birthday next month, my bro-in-law will bring his PC and we can finally get his loaner Rift working and my brilliant niece & nephew can get to work on tearing apart my game and finding each and every flaw and give me ideas on how to make it better. They’re good like that.
So, after a long struggle, I think I have to kill a level that I put a lot of work into. I was looking at this blog and found a post from almost a year ago, and can see how I’ve just put too much time / effort / energy into something that just will not take cohesive shape.
I’ve struggled with it – fought with it – scrapped it and started from scratch (see last year’s post!) – and I just cannot get this level polished to the point where I think I can ship it.
Current mood…
I had some seriously good bits – the envelope quest was a simple, easy quest to start the level; the big rolly balls that flattened the player had a nostalgic touch – but the whole thing never congealed into a cohesive mass. And it pains me to dump all that.
I can, of course, reuse the assets and FSMs to drive them. It’s my innate stubbornness that makes it difficult to let it go. I mean, I worked that level . A year ago I decided to re-do it from scratch and that didn’t work, so I went back to my original design. I was considering trying a different version of it – but then I came upon the post from a year ago and had a moment that forced me to realize that I could work another year on it and still not have the functionality I want.
But, the clock is ticking and I’m feeling the pressure. I need to get this demo OUT. I need to start working on the main game. I need to get funding. And sitting here tinkering with the same level over and over isn’t getting the ol’ job done.
I’m currently prepping for the MakerX Expo at the end of February. And FedEx is opening their Small Business contest at the end of the month. And once I can get my head around the budget concept and get my act together, I’ll be applying to IndieFund and a few local angel investor funds. I need someone smarter than me to get my mechanics feeling tight, and I need a young 2D modeller looking to make his bones to help with the cranking out of assets. Plus, I’m looking at expanding my demo reach – GDEX and MakerX are my staples, but I feel like I could get good traction showing at Games 4 Change.
So with the holidays over, fam back to school and work, the house clean enough that I can ignore the rest, I grab my coffee sit down at the comfy office chair chair my wife got from her job, crack my knuckles with anticipation, lean in, reach for the keyboard annnnd….
What the $#!+ was I doing before the holidays began??
Getting back into the swing of things ain’t easy. I’m looking at scribbled notes, my organizer cork board says today is my ‘writing’ day. I have a bunch of things to start researching and planning for the year (sorry IndyPopCon, I don’t have $275 to drop on a exhibitor table this year!) And I have a backlog of other creative work that I need to get done.
What I DID want to brag about was an idea that I whipped together when my eldest brought home a mini gingerbread house he made in school. I instantly though about preserving it in photogrammetry and on a whim, threw it into Unity and added Booper to the scene:
I did start adding the ‘VR tunnelling’ effect, an option I’ll let players choose if they find that the character motion too nauseating. Guess I need to start working on an options menu…
Considering I’m going to be applying for grant money, I DO need to get that demo wrapped and looking as polished as possible. I’m still stuck on that 3rd level and want ‘more’ from it: more excitement, more polish and a bolder ending that really leaves players wanting more. Time to recruit the niece and nephew for more playtesting… Oops – gotta get the Rift I loaned them back to full operating capacity first.
SO… dev work was severely impacted by everyone in the house getting a 24 hour stomach bug.
It started Saturday night with my youngest getting sick all over our brand new couch after we went to our local town’s Xmas parade / tree lighting ceremony. I figured too much candy passed out at the parade coupled with a poorly eaten dinner as I cleaned up the mess. This was further solidified (in my mind) by the fact he seemed fine the next day and showed no signs of upset tummy.
Until the wife and I woke up the next day feeling crappy and nauseous. Yay. I somehow got the kids to school when the wife called and said she wasn’t doing well at work and was coming home. So, instead of #MarketingMonday it became, #takecareofsickwifewhileIfeellikecrap day.
And then my eldest got sick in the middle of the night.
So, #TechTuesday went down the toilet as well as I had to take care of a kid out from school, while still getting a wife and youngest child out the door to their routines.
Still – I tried my best to make sure I had no ‘zero progress’ days, so when the family was resting I cleaned out unused assets from my demo and added some effects to the game, like figuring out why my bee didn’t buzz when the player came near (the collider was incredibly small):
So, my #WritingWednesday will be briefer than most – as I attempt to play catch up and make some of my lost time not sting as much as it could.
So, after looking at what the hive mind is doing on #100daysofgamedev – I’ve been re-evaluating my random, throw crap at the wall approach to working on my game and decided that its not pushing me in all the directions I need to go. I’m lacking in organization and need some serious scheduling to keep me on track and focusing on ALL aspects of making a game.
Including the stuff I think sucks.
After watching this incredible GDC lecture:
I immediately realized that I was sorely behind in several key areas of both development and marketing myself and my game. I really should watch that video each and every morning over my 1st cup o’ coffee…
So, I decided something needed to be done. Something a little more concrete than just using my tablet monitor for Microsoft Whiteboard (which has been a handy place to jot notes) and have something physical; staring me in the face to remind me of what still needs to be done, AND force myself to work on those aspects I had been neglecting. So – I found an old corkboard down in the basement and hung it adjacent to my desk; I marked out 7 sections representing the days of the week and marked them as such:
MARKETING MONDAY – research shows / money / opportunities to apply to.
WRITING WEDNESDAY – write blogposts, applications for opportunites
TEXTURE THURSDAY – make assets / levels for the game
FREE FOR ALL FRIDAY – whatever I damn well want to do
SCREENSHOT SATURDAY – capture images / video / gifs for Wed. posts and Sat. sharing online
SUNDAY – Day ‘o Rest. Work if I want to; don’t stress if I don’t
In addition to the aforementioned useful stuff – I found this really cool link to a LucasArts Room Design document and immediately grabbed a blank one to start with my ‘mapping out my game’ ideas, a quick way to organize and get all the ideas together in one spot.
I’m hoping that as long as I dedicate at least ONE hour towards these tasks per designated day; I’ll start to see progress in the areas I feel I’m lagging behind in. Time will tell.