It’s official: progress has been made! These bunch of stickies are proof.
- Actual work on the game – wow! Real coding! Real design! It’s like I’m really developing a video game
- Fixed a laptop. The prospect of drastically reduced paychecks has incentivize me to fix and maintain old hardware instead of ogling new hardware. I fixed up one laptop and now have 3 in total
- Tons of design. Lots was done on the design part of the game, including a design document
- Lessons Learned documentation. I’ve watched a lot of Shenmue 1 & 2 let’s play videos, and it’s not just for fun. I developed a system for taking notes and analyzing a game for what to do (and not to do) with my own game. I’m calling it ‘Lessons Learned’
- Implemented several helper libraries. Used Tiled, imported a map, attached a camera to a sprite, and animated it. I love love2d
- Not as much work as I could have done given my free time.
- A big issue was concentration. This is going to be a big issue as this progresses, as I’ll need to be able to focus and concentrate to be successful
No shareable demo yet, and likely not for awhile, but here’s a GIF of my ‘progress’
An impressive amount of bugs:lines of code, if I do say so myself
These types of posts will be used to go over the next week’s work. However, because this is still just a hobby, I’m not considering this an ‘official’ sprint – just a test run.
Goals for Pre-Sprint 1
There are a lot of spinning plates right now! It should be of no surprise that there’s simultaneously too much going on and not enough to talk about. After all, this is the first one of these.
I view the current iteration in three parts:
- Research & Design – Familiarizing myself with the tools I’ll be using, other games in similar genres, and more. Essentially laying the foundation for the game itself
- Biz Prep – This is all just a hobby, but could it be more? Maybe. This week, I’ll look into my options and come up with a plan.
- Prototypes – I want to avoid burning out on working on too much at once, especially if my design isn’t nailed down and refactoring is unavoidable. Still, it’s important to test things out. This week, I’d like to play with Tiled, a neat little tool to create tilemaps.
I’ll have another post up this Saturday to see how I did with the above. Depending on this goes you’ll either seem way more or way less of this type of thing.
I’ve dreamed about quitting my job and making indie games for half a decade now. I’m an escapist by nature, and thoughts of sitting at home making and play games all day sounded absolutely wonderful
What’s stopping me? Well, “life”, I suppose…there’s always some big expense or reason not to quit, and my responsibilities grow each year. No one wants to hear about the boring life of someone with suburban angst, so I won’t keep going
This time around I’ve pledged to at least dip my toes in the water – thus this site, this project. Small dips of the toe. Testing the waters. Mixing metaphors. That type of thing.
However, the world is very different than it was 5 years ago. The idea of a single developer creating a cool game that’s enough to sustain them was possible then, if not entirely probable. Nowadays? The competition is much, much stiffer in the indie world. I’m seeing games labeled as indie with cutting edge graphics, 10+ team members, and a big boy budget.
Worse, I’m seeing ideas very similar to my own. They can execute better by sheer numbers alone
Last night I felt down. Today I feel less down, and a bit inspired in the way an ant must feel when taking on preying mantis. I cannot imagine an ant would ever take on a preying mantis in the wild, but just imagine how pumped up he’d be. What’s he got to lose, you know? And if he wins?
Yeah. So my expectations for myself have been deflated, but it’s resulted in a boost to my confidence. Weird how that works.
Anyway. Back to work