Wednesday, September 13, 2006
Getting That Thing Done!
I wanted to pass along some little motivational articles I stumbled across this week. I've got a game that's way behind schedule right now (Apocalypse Cow), so I need to take notes. If you find yourself in the same boat, these might be useful.
First of all, I discovered Kloonigames' brand-new blog. He's attempting to follow the "experimental gameplay model," using it to *GASP* Learn To Make Good Games. He's trying to crank out a new game every 7 days. He's got the right idea - learn by doing. Get a bunch of quick and dirty games done and learn from each one. If you have aspirations for becoming an indie game developer, I'd recommend taking notes.
His postmortem for his first game, Jimmy Lost His Marbles, can be found here. My favorite part is lesson #1 from his "What Went Right" section:
1. I Pulled It Off!
I f***ing managed to do the damn game under 7 days. It actually took only 3 days... [N]ow I know I can do a complete prototype of the gameplay within a reasonable time. This means that I don’t just have to speculate if a gameplay is fun to play, I can test it. That’s the reason why I think any game developer should give this thing a shot.
Oh, yeah, there's a little bit of harsh language in the blog. Although I think that was all in the section I quoted. But the feeling of elation for having completed a project - set and met goals for something of this scale - is hard to describe. But I think he does a good job of capturing it here.
Another interesting point is that he used a Time Log to track his development effort. I've only rarely used this system, but I should use it more because I've been very successful whenever I have. Logging / tracking ANYTHING. I remember a quote, "In order to improve anything, you need to measure AND report it." Even if you are only reporting it to yourself.
John Carlton's Big Damn Blog posts the great big secret to self-discipline: Habit. He's a former baby-boomer slacker from the 60's turned super marketing guru, so he knows of what he speaks. He also talks about when to shake off those some habits and discipline.
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I also find time tracking for myself to be useful. Before I started doing time tracking, I would often wonder to myself "Did I accomplish anything last month?" Looking back at my time tracking records, I can see all the things that were accomplished and get a feeling that the project is still moving forward.
But I don't think I'll be trying to make a game in 7 days. I only work on projects in the evening, and my brain is dead some nights. Actually, I've stopped working on games completely, but that's another story. I'm amazed with anyone who can pull off a game in one week!
But I don't think I'll be trying to make a game in 7 days. I only work on projects in the evening, and my brain is dead some nights. Actually, I've stopped working on games completely, but that's another story. I'm amazed with anyone who can pull off a game in one week!
One thing I tried last year was to create a "Game in 40 hours" - one work-week. The actual real-world time was a little over 2 weeks.
The results were a little less than spectacular, but I was still proud of what I accomplished:
Hackenslash
The results were a little less than spectacular, but I was still proud of what I accomplished:
Hackenslash
Thanks a lot for mentioning my blog. And for saying such a nice things about it. You mentioned that you wanted to do more time tracking, so I thought that as a thank you, I will share my time logging application that I created. I hope you find it helpful, for your time tracking.
I remember reading about "RPG in 40 hours" from gamedev.net. I was very impressed. I always thought developing a RPG (even a simple) would take months.
I remember reading about "RPG in 40 hours" from gamedev.net. I was very impressed. I always thought developing a RPG (even a simple) would take months.
I haven't tried your timelogging app yet, but I really appreciate it! I'm gonna have to give it a go next week (I'm heading off camping tonight, so I probably won't get a chance to look at it until Sunday)
The RPG-in-a-week thing only barely qualifies as an RPG, but I think it proved the point. The thing that usually kills RPGs is that they are exploration-based... which means TONS of content.
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The RPG-in-a-week thing only barely qualifies as an RPG, but I think it proved the point. The thing that usually kills RPGs is that they are exploration-based... which means TONS of content.
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