I’m skipping the regular update this week due to time pressure, but I’ll be back next week with two week’s worth. Don’t worry, I’m keeping notes. Here’s a preview:
Last week: worked on the demo.
This week: working on the demo.
Indiecade announced on Friday that their deadline was extended to May 15th, giving everyone another two weeks to submit. I actually have only one extra week to improve my demo because my next deadline is PAX 10 (May 9th 2009). The stress is still on, but it’s weird working so hard towards a deadline and [...]
Yup. Crunch time. Lots and lots to do, so I’ll keep it short this week.
Work Done Last Week
I fleshed out the audio manager a bit further, but then had to put that on hold. Still want to get back to it, but the very basics are done, and other areas need my attention.
I improved some [...]
One of the things I’ve done recently is to keep the game as simple as possible. I’ve spent a lot (A LOT) of time brainstorming, designing, testing out ideas, trying to come up with cool concepts. Many interesting ideas have come up – almost too many. It got to the point where I didn’t know [...]
To continue to push the game forward and keep things rolling, I’ve decided to submit to IndieCade and PAX 10. The deadline for IndieCade is April 30th (with PAX following up a week later) so the clock is running. Shouldn’t I wait till I actually submit to announce this? Yeah, maybe. There’s a chance I [...]
I’m keeping it short this week. I’m putting a new build together to show to a few friends who haven’t yet seen what I’m working. This will hopefully generate some useful feedback from fresh eyes (and talented developer minds). It’s also another step towards a publisher demo.
I’m a bit nervous about putting my baby on [...]
The annual GDC event is taking place this week, and while I would have loved to attend and mingle with indies, the travel and hotel costs were simply too prohibitive. I prefer to sit at home, work on my project and attend next year when I actually have a product to show.
Rather than wallow in [...]
As mentioned last week, when I face design challenges, I routinely turn to games that inspire me. I believe it’s worthwhile to share some of these games here, to give you a window on what I strive to achieve, and to recommend some amazing titles to the readers who may be unaware of them.
Today, I’ll [...]
I naturally spend a lot of time thinking about my game and how it could play. I’ve got an endless list of features to prune. Cool features, stupid features, unique features, gimmicky features and completely ripped off features. Some are not even implementable; others would completely change the direction of the game. Some are both [...]
A few days late, but here’s the Milestone 3 review.
The goal of this milestone was to produce a first playable demo, consisting of these major tasks:
Working Editor.
A finished level, with a start, and a goal.
Basic gameplay implemented.
A basic HUD (life, etc).
Completed test level art.
I estimate I’ve reached about 80% of [...]