One of the major problems I've had with all my past story treatments for the game was that the protagonist was very difficult to connect to. I mean, usually the writer can at least connect with the protagonist because they project themselves in the character to some degree or another. But here even I couldn't really connect to the protagonist.
Self-discipline is an extraordinarily empowering trait, moreso than any other trait. It more than anything is an indicator of how successful a person is likely to be, regardless of how smart, strong or lucky they are. Make a character that is the epitome of self-discipline, and you pretty much have this crazy-perfect role-model bordering on a robot. The interesting thing is that, when I did try and give this extraordinarily conscientious character flaws, they would usually pull the focus away from her extraordinary degree of self-discipline. It would draw focus on her issues with pride, or issues with hypercontrol or an inability to empathize and be more merciful to others. They all also happened to be issues born from a gap in self-restraint between the protagonist and her surrounding characters. She, due to her lack of issues with self-discipline, could not relate to those who've struggled with it all their life. And, aside from the extremely rare individual, your average person does struggle with self control and living responsibly.
I also felt that, because this character was so perfect, that she was in a class of her own. And not in a good way. She was just some superwoman that I could just gaze at in detached admiration and then go about my way, just living life the way I always have. She didn't inspire me to be more responsible myself, because the degree of responsibility she exercised just seemed impossible for me to reach. I mean, superman is strong, but his level of strength is so hyperbolic the average viewer doesn't become filled with the desire to train their own strength towards his inhuman level.
I've also noted recently that in the legend of Zelda Link, in a way, gains the right to the Triforce of Courage. True, lore will dictate that he always held the potential within himself, but he never explicitly starts off with some special arrow pointing to him going 'this guy equals courage!' It's by playing as him and conquering the trials and tribulations in the game that the player proves Link worthy to wield the title. I believe that like with Link, the character should demonstrate and prove herself worthy of being called a model of self-discipline, rather than holding that title from the very beginning. In fact, I think that making the character initially be known for her negligent and irresponsible nature would be better. I've found that self-discipline really is like a muscle that needs to be exercised and maintained regularly, and by making her start at level 0 and having the player train up her sense of self-discipline this aspect of this virtue can shine through. I also really want the player to feel like, regardless of how hopelessly out of control they feel right now, they hold the potential to also train up and become disciplined, to be the best them they can be.
This brings me to my current story issue. The main conflict that I believe lies at the heart of self discipline rests in the constant clash between the more primitive areas of the brain and higher thought. Higher thought implores us to treat our own bodies better, to control ourselves, to do that thing that we keep putting off or finally get in contact with that one person you've been putting on hold for a while. It's the angel on our shoulder. But there also lies the more primitive areas of our brain, and it holds great control over us because it holds direct access to our pleasure center. And our pleasure center is pretty much the brain's way of saying, oh, this thing is good, it makes you not thirsty, oh, this thing is bad, it could burn your finger off. The problem is that it is highly limited, completely dependent on the now and oblivious to future consequence. It is also extraordinarily primal and at its worst can lead to immoral actions for the pure sake of pleasure. And unless we learn to ignore it we are kind of slaves to it. We are kind of stupid robots.
My thought is that, by using a robot as the protagonist, I could more clearly express this aspect of self-discipline: the conflict that ultimately decides how human or primal we can be. The protagonist could, like other robots, be a slave to her most base programming, or with her rudimentary AI learn to ignore the binary signals that compel her to do things she would rather not. To be honest, though, I am kind of bad at designing robots. Another idea I've had is using a sloth. That or a koala (which is arguably the laziest animal, due to its love of sleep). They are very obviously biologically hardwired to be lazy, sedentary animals. What if one went against their innate nature to try and do more with themselves and their lives?
Then there is my original idea of using your standard human being. This has to do more with my programming goals than story. I've been wanting to try and create a character generator and use it in the game; the NPCs' appearances would not just be random, but dependent on the backstory and traits the engine randomly generates for each NPC. As a former animation enthusiast I've always been fascinated by the facial expressions, body language and resultant physical features (like sloped shoulders for the meek) of different people and I've been wanting to try and break that down, analyze it and spin a program commemorating this aspect. It would also fit in the context of this game, since it will also heavily feature diplomacy. Er... I could use it for my prior two ideas (using robots or animals), but it would require quite a bit more planning and designing from me on the art side.
In the end, I think I'll try seeing how far I can go with my second idea (that of a koala), and if that doesn't work out, explore where the robot idea can go. I get the feeling using my robot idea might be too... obvious in a hit-you-over-the-head with my life-philosophy kind of way. I think I'll also play around with sketches for a bit: I might chance across some robot-sketch that just really clicks with me or something, who knows!? I have a lot of story notes and I have a clearer idea of what I want the main themes of the story to be. Now it's a matter of stringing together a cohesive narrative that can allow a good representative protagonist to learn and grow.
Sunday, March 31, 2013
Sunday, March 24, 2013
Yo! I'm alive!
Why, hello there, long-neglected blog of mine! (^_^)/)
Hmm, where to start... It has been almost a year since I started up this challenge-idea of mine. I haven't given up on making my current game, but I've pretty much put it back on the drawing board. I know it's not wise to try and do too much with a game, particularly a first game, but I want these games to ultimately reflect what I believe and how I interpret life, the universe and everything. My last idea was fairly shallow, and I felt that it did not reflect how I saw the trait of discipline anymore. I have reflected on the nature and role of self-discipline in life a lot, and my interpretation of it has changed quite a bit since I started the project last year.
I originally saw it as a very cold, stiff and selfish trait, a tool for the ruthlessly ambitious. I saw it as a necessary antithesis to wild, free passion and its excess to be limiting. I felt irritated trying to apply it to my life, and I felt that it went against who I was as a person, a free-spirited boho-artist-type person or whatever. But now I see that it is far from selfish, and not necessarily cold. I see now that it is deeply linked to a person's dependability. It is easy to be inconsistent. It is not easy to always be there, to be someone that people can count on. I have also found that rather than being limiting, that self-discipline is freeing. When you are on top of your duties to others as well as yourself, you have more time. More time to think freely about whatever you want, more time to reflect, dawdle and daydream, without the weight of pressing deadlines.
I'd like to rework my current story to reflect these ideas, to demonstrate to the player how liberating a sense of self-control can be. For the moment, I am thinking about doing 3-week blocks of either coding, writing, art or music. I've, to my amazement, made it into Georgia Tech's Digital Media Masters program, so I've made it my goal to try and finish a rough version of the game by August 17, before Fall semester starts.
I'll also start doing weekly updates to this blog (I promise!) starting today! The next 3 weeks are going to be focused on story-writing, so I won't have anything particularly interesting to show. I've been busy working as an artist on a friend's personal game project, an iOS interactive fiction app that places you in the shoes of a poor single mother. I've also been working at lab under the constantly-inspiring Pearce. Did I mention that I'm also working full-time at an internship as both animator and developer? I feel that picking this project up again around now is a good idea, because in about 3 weeks, lab will end and the CS GRE (which I am being unrealistic and preparing for) will have finally passed, and a huge chunk of free time will finally open up for me! Anyways, here is my timeline as of now:
Red Ice game benchmarks (21 weeks)
August 17 - Temp deadline
3 weeks story 03/24 - 04/13
3 weeks engine 04/14 - 05/04
3 weeks art 05/05 - 05/25
3 weeks story 05/26 - 06/15
3 weeks engine 06/16 - 07/06
3 weeks art 07/07 - 07/27
3 weeks music 07/28 - 08/17
Haha... I expect to flounder and just suck really bad when I actually attempt to tackle music. But I want to at least be able to say I've tried doing it on my own. I think I'll have a much better appreciation for the craft of making it then. I've also always been curious about the process, so we'll see. At the moment I am contemplating if I should recode everything in scratch using something like C++ or just stick to actionscript. I feel like doing it in AS3 will be limiting, but we'll see. I'll make my decision based on the final story! I have a lot of ideas and vague random scenarios which I'll need to boil down and distill into something coherent! By the end of the next three weeks I'll post a summary of the story I'll have concocted by then.
Hmm, where to start... It has been almost a year since I started up this challenge-idea of mine. I haven't given up on making my current game, but I've pretty much put it back on the drawing board. I know it's not wise to try and do too much with a game, particularly a first game, but I want these games to ultimately reflect what I believe and how I interpret life, the universe and everything. My last idea was fairly shallow, and I felt that it did not reflect how I saw the trait of discipline anymore. I have reflected on the nature and role of self-discipline in life a lot, and my interpretation of it has changed quite a bit since I started the project last year.
I originally saw it as a very cold, stiff and selfish trait, a tool for the ruthlessly ambitious. I saw it as a necessary antithesis to wild, free passion and its excess to be limiting. I felt irritated trying to apply it to my life, and I felt that it went against who I was as a person, a free-spirited boho-artist-type person or whatever. But now I see that it is far from selfish, and not necessarily cold. I see now that it is deeply linked to a person's dependability. It is easy to be inconsistent. It is not easy to always be there, to be someone that people can count on. I have also found that rather than being limiting, that self-discipline is freeing. When you are on top of your duties to others as well as yourself, you have more time. More time to think freely about whatever you want, more time to reflect, dawdle and daydream, without the weight of pressing deadlines.
I'd like to rework my current story to reflect these ideas, to demonstrate to the player how liberating a sense of self-control can be. For the moment, I am thinking about doing 3-week blocks of either coding, writing, art or music. I've, to my amazement, made it into Georgia Tech's Digital Media Masters program, so I've made it my goal to try and finish a rough version of the game by August 17, before Fall semester starts.
I'll also start doing weekly updates to this blog (I promise!) starting today! The next 3 weeks are going to be focused on story-writing, so I won't have anything particularly interesting to show. I've been busy working as an artist on a friend's personal game project, an iOS interactive fiction app that places you in the shoes of a poor single mother. I've also been working at lab under the constantly-inspiring Pearce. Did I mention that I'm also working full-time at an internship as both animator and developer? I feel that picking this project up again around now is a good idea, because in about 3 weeks, lab will end and the CS GRE (which I am being unrealistic and preparing for) will have finally passed, and a huge chunk of free time will finally open up for me! Anyways, here is my timeline as of now:
Red Ice game benchmarks (21 weeks)
August 17 - Temp deadline
3 weeks story 03/24 - 04/13
3 weeks engine 04/14 - 05/04
3 weeks art 05/05 - 05/25
3 weeks story 05/26 - 06/15
3 weeks engine 06/16 - 07/06
3 weeks art 07/07 - 07/27
3 weeks music 07/28 - 08/17
Haha... I expect to flounder and just suck really bad when I actually attempt to tackle music. But I want to at least be able to say I've tried doing it on my own. I think I'll have a much better appreciation for the craft of making it then. I've also always been curious about the process, so we'll see. At the moment I am contemplating if I should recode everything in scratch using something like C++ or just stick to actionscript. I feel like doing it in AS3 will be limiting, but we'll see. I'll make my decision based on the final story! I have a lot of ideas and vague random scenarios which I'll need to boil down and distill into something coherent! By the end of the next three weeks I'll post a summary of the story I'll have concocted by then.
Friday, August 24, 2012
Ludum Dare!
Ahaha, I haven't posted anything for a while now... ^_^;;
As of now I've begun my very last semester of college this week: I'm only taking 6 hours this semester, so hopefully that'll be enough time for me to get the ball rolling with this game! My current target is to finish this game by October 6. Honestly, I'm not particularly good with deadlines, and my hope is to turn this game in to the Indie Game Festival (whose deadline is Oct. 17), so this earlier self-imposed deadline should help me meet the actual deadline!
I'm still working on the editor that'll be used in making the game itself. I have a fairly solid grasp on what the gameplay will be like: once I get the editor done, it'll be a matter of dropping in elements and balancing out gameplay. I'm fairly confident in the gameplay and its representation of the elements of discipline and diplomacy. To be honest, the code has gotten messy, and I've been agonizing over optimizing it. I think what I'll need to do is just reevaluate all of my classes, and then rewrite some of them from scratch again. Hopefully that shouldn't take too long, since I've solved the logic for most of the original classes!
Right now, I am participating in my very first Ludum Dare competition! The premise is, a bunch of crazy people converge online and set themselves on the insane task of individually making a complete game from scratch, including the art and music, within 48 hours! It's also fairly difficult to plan ahead, since a theme is randomly drawn and given at the start of the competition. The theme this time is evolution, which had me nervous at first, since it seemed so labor-intensive. Hmm, I think I have a pretty good idea for a game that I can reasonably craft within the timeframe, though. We'll see!
My idea is to have this crazy damsel that concocts a dungeon full of traps, and places herself at the end! You play the part of this damsel, piecing together the ultimate deathtrap. You then press start, to see a string of eager knights lunge headfirst into the dungeon in an attempt to reach you. Each knight has randomly generated stats: based on what knights make it past a trap, the next line of knights are affected, effectively 'evolving' the knights until one gets the stats needed to make it up to you successfully! There'll be a time constraint, meaning you would not want to make 'the hardest deathtrap possible,' as well as endings based on how awesome your knight-in-shining-armor turned out to be. Hmm, the hardest part will be the knight AI, and the editor for the deathtraps, if I manage to get to that. If I don't, though, I guess I'll just have the traps be randomly generated: I think I will though. The idea shouldn't be too graphics or sound heavy, so I should be able to focus mostly on the code. Wish me luck!
Also, here is a really early prototype of the editor I have now: none of the erase/flood-fill staples are implemented here, and the save is broken in this one: I'd give a link to my current one, but I switched to an AIR app a while ago, meaning you'd have to download and install and all that.
http://dl.dropbox.com/u/4072122/storage/IceGame2.swf
Basically it's a tile-maker: you use the sliders on the far right to make a color, drag-and-drop the color onto the palette, then draw as you wish on the grid.
As of now I've begun my very last semester of college this week: I'm only taking 6 hours this semester, so hopefully that'll be enough time for me to get the ball rolling with this game! My current target is to finish this game by October 6. Honestly, I'm not particularly good with deadlines, and my hope is to turn this game in to the Indie Game Festival (whose deadline is Oct. 17), so this earlier self-imposed deadline should help me meet the actual deadline!
I'm still working on the editor that'll be used in making the game itself. I have a fairly solid grasp on what the gameplay will be like: once I get the editor done, it'll be a matter of dropping in elements and balancing out gameplay. I'm fairly confident in the gameplay and its representation of the elements of discipline and diplomacy. To be honest, the code has gotten messy, and I've been agonizing over optimizing it. I think what I'll need to do is just reevaluate all of my classes, and then rewrite some of them from scratch again. Hopefully that shouldn't take too long, since I've solved the logic for most of the original classes!
Right now, I am participating in my very first Ludum Dare competition! The premise is, a bunch of crazy people converge online and set themselves on the insane task of individually making a complete game from scratch, including the art and music, within 48 hours! It's also fairly difficult to plan ahead, since a theme is randomly drawn and given at the start of the competition. The theme this time is evolution, which had me nervous at first, since it seemed so labor-intensive. Hmm, I think I have a pretty good idea for a game that I can reasonably craft within the timeframe, though. We'll see!
My idea is to have this crazy damsel that concocts a dungeon full of traps, and places herself at the end! You play the part of this damsel, piecing together the ultimate deathtrap. You then press start, to see a string of eager knights lunge headfirst into the dungeon in an attempt to reach you. Each knight has randomly generated stats: based on what knights make it past a trap, the next line of knights are affected, effectively 'evolving' the knights until one gets the stats needed to make it up to you successfully! There'll be a time constraint, meaning you would not want to make 'the hardest deathtrap possible,' as well as endings based on how awesome your knight-in-shining-armor turned out to be. Hmm, the hardest part will be the knight AI, and the editor for the deathtraps, if I manage to get to that. If I don't, though, I guess I'll just have the traps be randomly generated: I think I will though. The idea shouldn't be too graphics or sound heavy, so I should be able to focus mostly on the code. Wish me luck!
Also, here is a really early prototype of the editor I have now: none of the erase/flood-fill staples are implemented here, and the save is broken in this one: I'd give a link to my current one, but I switched to an AIR app a while ago, meaning you'd have to download and install and all that.
http://dl.dropbox.com/u/4072122/storage/IceGame2.swf
Basically it's a tile-maker: you use the sliders on the far right to make a color, drag-and-drop the color onto the palette, then draw as you wish on the grid.
Monday, May 21, 2012
Cannes and Resolve
I'm at the Cannes Film Festival right now, in its second week. The internet is really bad at the hotel I am staying, so it's difficult for me to do basic things like check my email, much less blog. Right now I'm just chilling at a French McDonald's for their WiFi. I think it's kind of stingy that you need a receipt to use their restrooms (they even have a security guard that watches to check that you're entering with a receipt!), but at least WiFi is free!
In all honesty, I find it a bit depressing here. Everyone around me is into film and doing their best to network, but since I've sworn to myself that I was devoting myself to game programming now, I find that the festival is no longer relevant to me. It would be a wonderful opportunity for me, were I still animating: not many animators seem to attend this festival, and so all the people I've met have been greatly excited when they learn I animate. I could take this opportunity and expand my options, but the thing is, I don't want to stretch myself thin. I don't want to compromise. The thing that killed my prospects in animation was my compromise of the time and energy I devoted between my programming-centered classes, my premed classes and my animation. If I am entering a field, I want to bring the very best of myself I possibly can. It's the only way I can really become good enough to truly contribute to it. And so, despite the great networking possibilities here, I know I need to stay focused on this new path I am seeking to follow.
I am going to stop giving out my animator business cards. And from now on, I should make it clear that, though I did animate for parts of my director friend's short shown here, I am no pro animator. My last work as an animator will be on my friends' current project, the Jabberwocky, which you can see here: http://www.facebook.com/bewarethejabberwocky. Well, obviously I am going to do all animation in my own personal projects, but apart from that, yeah. This is the last one for me. I regret that I wavered so much when I aspired to be an animator, and I want to make up for it. I am all about video games now.
I have a lot to learn regarding video games. I know a lot about the animation industry: I know what a winning portfolio looks like, I know just how important draftsmanship is, I know what the job market is like, and I can predict with a fair degree of accuracy whether an animated feature will be successful or not. I know how many figure drawing pieces most schools and hirees look for in portfolio, and I know the various types of jobs available within the field itself. But I know nothing about video games. I know nothing about the industry, its literature and the kinds of skills needed. I think, specifically speaking, I would want to program the graphical effects in a game, like water and wind and such, which I think goes under the label of feel engineer, but I'm not sure. I also know that, after I make these 13 element-based games, I want to make educational games and release them for free online, as a way of contributing to the general good. I think if I actually make these 13 games, I'll be pretty good and experienced, yeah? Hopefully I won't be like, in my late 40s when I do finish these games.
As for progress on my current game, hmm, it is a lot slower than I would like it to be. I haven't been able to work on the actual code, because I a) don't have FlashDevelop, the IDE I'm working in, b) I have no internet to look things up and c) I'm a n00b. I wish I was proficient enough to program without having to look everything up, but I'm not: I've a long way to go before I can really call myself a programmer. I have a pretty good idea of how I need to structure everything, though, as well as a good idea of how to design the gameplay itself. So yay! I heard that before actual game developers start programming, they make two kinds of design documents: one for how everything in the game will be laid out, the front end, and one for the actual intricacies of the programming itself. I hope to have things worked out in detail for a level/sprite editor I am going to build into the game. I've also been practicing sprite art, which is a lot harder than I thought! Here are a few conceptual sketches I've done of the main character:
In all honesty, I find it a bit depressing here. Everyone around me is into film and doing their best to network, but since I've sworn to myself that I was devoting myself to game programming now, I find that the festival is no longer relevant to me. It would be a wonderful opportunity for me, were I still animating: not many animators seem to attend this festival, and so all the people I've met have been greatly excited when they learn I animate. I could take this opportunity and expand my options, but the thing is, I don't want to stretch myself thin. I don't want to compromise. The thing that killed my prospects in animation was my compromise of the time and energy I devoted between my programming-centered classes, my premed classes and my animation. If I am entering a field, I want to bring the very best of myself I possibly can. It's the only way I can really become good enough to truly contribute to it. And so, despite the great networking possibilities here, I know I need to stay focused on this new path I am seeking to follow.
I am going to stop giving out my animator business cards. And from now on, I should make it clear that, though I did animate for parts of my director friend's short shown here, I am no pro animator. My last work as an animator will be on my friends' current project, the Jabberwocky, which you can see here: http://www.facebook.com/bewarethejabberwocky. Well, obviously I am going to do all animation in my own personal projects, but apart from that, yeah. This is the last one for me. I regret that I wavered so much when I aspired to be an animator, and I want to make up for it. I am all about video games now.
I have a lot to learn regarding video games. I know a lot about the animation industry: I know what a winning portfolio looks like, I know just how important draftsmanship is, I know what the job market is like, and I can predict with a fair degree of accuracy whether an animated feature will be successful or not. I know how many figure drawing pieces most schools and hirees look for in portfolio, and I know the various types of jobs available within the field itself. But I know nothing about video games. I know nothing about the industry, its literature and the kinds of skills needed. I think, specifically speaking, I would want to program the graphical effects in a game, like water and wind and such, which I think goes under the label of feel engineer, but I'm not sure. I also know that, after I make these 13 element-based games, I want to make educational games and release them for free online, as a way of contributing to the general good. I think if I actually make these 13 games, I'll be pretty good and experienced, yeah? Hopefully I won't be like, in my late 40s when I do finish these games.
As for progress on my current game, hmm, it is a lot slower than I would like it to be. I haven't been able to work on the actual code, because I a) don't have FlashDevelop, the IDE I'm working in, b) I have no internet to look things up and c) I'm a n00b. I wish I was proficient enough to program without having to look everything up, but I'm not: I've a long way to go before I can really call myself a programmer. I have a pretty good idea of how I need to structure everything, though, as well as a good idea of how to design the gameplay itself. So yay! I heard that before actual game developers start programming, they make two kinds of design documents: one for how everything in the game will be laid out, the front end, and one for the actual intricacies of the programming itself. I hope to have things worked out in detail for a level/sprite editor I am going to build into the game. I've also been practicing sprite art, which is a lot harder than I thought! Here are a few conceptual sketches I've done of the main character:
Wednesday, May 9, 2012
DevArt Update!
Link to Updates 1 & 2 from my DeviantArt journal:
I've also decided to go with the idea of setting the game on Mars. You'd be collecting ice and stuff, or something. Inspiration was from this video here:
Update 1: http://fav.me/d4yccms
Update 2: http://fav.me/d4z9he1Also, I've already mentioned this in Update 2, but I'll be in France for the next two weeks. I'm going to try and get stuff done for the game, but I'm not sure how much I'll be able to do. I aim to get something done each day, at least! Even if it's something stupid like throwing white pixels on a black background for space or something.
I've also decided to go with the idea of setting the game on Mars. You'd be collecting ice and stuff, or something. Inspiration was from this video here:
Thursday, May 3, 2012
Elemental Game #1: Ice!
So, I've already said this on my deviantart account, but I've decided to more seriously try my hand at game-making. For a while, since early middle school, I've been set on becoming an animator. Upon entering Georgia Tech, though, my chances of realizing these aspirations seemed increasingly dire. Things took a drastic turn the spring semester of my junior year, though, when I took both a Computer Graphics class and (at long last!) an animation class. I found myself gravitating more to the work in the Computer Graphics class, thanks to the teacher's excellent and engaging lectures, but paid this preference no heed. The next two semesters, I had group projects dedicated to making games, as well as group projects dedicated yet again to making film. In both, I found myself sucked more into the game projects than the film projects, despite the realization of my dreams to be actively animating. It finally hit me near the end of this semester that, I might not want to do animation after all. That, rather, the career path that would make me happier might have been staring me at the face, here at Georgia Tech, after all.
To test this, though, I believe it is important that I successfully make individual projects of my own. Only if I can prove to myself that I have the devotion to pull off such projects will I know for sure that this is the path that is right for me. I know nothing about games: I grew up on mostly educational software, and I've spent the majority of my time getting to know the intricacies of the animation industry. But I know that no other group project has made me happier and more satisfied than the group projects dealing with making games.
I really enjoy setting up constraints for myself and putting an element of chance into the mix, so I've decided that I'll be making thirteen games, based on thirteen elements. I've also designated thirteen virtues, leadership traits, and colors, which I'll draw randomly to get the constraints I must follow in making a game. I also draw the gender randomly, in honor of my game teacher this semester, Professor Pearce. The idea excites me, and a desire to know what I could draw next for my second game is motivation enough to push me to make progress on my current game. Here are my constraints:
Element: Ice
Virtue: Discipline
L.Trait: Diplomacy
Color: Red
Gender: Female
I already have a story and a game mechanic idea in mind, but it occurred to me last night, that I could set the game on Mars! I mean, Mars is red, and it's freezing: it has ice caps, just like Earth! What other possible setting combines the color and element I drew as nicely?! True, that completely obliterates my story, but, it fits the constraints so well! Lol, in all honesty, I need to stop changing things around. Still, if there's anything I've gleaned from my game-loving professors, it is the playability of a game that is paramount, not story, not graphics. I know for sure that the game I'm making will be based in Flixel, since I used it this semester. I have to make sure I start off small: I find them boring, but I'll be basing the mechanic on a traditional RPG. Hmm, I think I'll aim to finish this game by August. Anyways, I'll update on whether I plan on changing the game's story and setting!
To test this, though, I believe it is important that I successfully make individual projects of my own. Only if I can prove to myself that I have the devotion to pull off such projects will I know for sure that this is the path that is right for me. I know nothing about games: I grew up on mostly educational software, and I've spent the majority of my time getting to know the intricacies of the animation industry. But I know that no other group project has made me happier and more satisfied than the group projects dealing with making games.
I really enjoy setting up constraints for myself and putting an element of chance into the mix, so I've decided that I'll be making thirteen games, based on thirteen elements. I've also designated thirteen virtues, leadership traits, and colors, which I'll draw randomly to get the constraints I must follow in making a game. I also draw the gender randomly, in honor of my game teacher this semester, Professor Pearce. The idea excites me, and a desire to know what I could draw next for my second game is motivation enough to push me to make progress on my current game. Here are my constraints:
Element: Ice
Virtue: Discipline
L.Trait: Diplomacy
Color: Red
Gender: Female
I already have a story and a game mechanic idea in mind, but it occurred to me last night, that I could set the game on Mars! I mean, Mars is red, and it's freezing: it has ice caps, just like Earth! What other possible setting combines the color and element I drew as nicely?! True, that completely obliterates my story, but, it fits the constraints so well! Lol, in all honesty, I need to stop changing things around. Still, if there's anything I've gleaned from my game-loving professors, it is the playability of a game that is paramount, not story, not graphics. I know for sure that the game I'm making will be based in Flixel, since I used it this semester. I have to make sure I start off small: I find them boring, but I'll be basing the mechanic on a traditional RPG. Hmm, I think I'll aim to finish this game by August. Anyways, I'll update on whether I plan on changing the game's story and setting!
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