Monthly Update – April 2016
It’s been a while since the last update, what with moving house and the Internet not being connected for several weeks. The regular update day had long passed by the time everything was settled so I decided to change to an end-of-month update schedule instead. It always seemed a bit weird doing a recap of last month as the ‘update’ of the next one. So here it is, all new end-of-month update number one!
So what’s been happening? Apart from the aforementioned house move (I’m not in a basement any more so I have windows and daylight and everything!) I’ve been spending some time doing a big recap on the progress so far and what to focus on over the next few months. I have been thinking about the project as a whole up to now – as in ‘I’m making a game’ which can be quite daunting when you’re doing everything alone. It’s easy for procrastination to set in when the goal is quite distant and the task is enormous. So to help keep things moving along and not get too overwhelming I’m refocusing a bit on producing a short demo of the game. I started making a small demo a month or two ago to show at a local game dev meet up and it was really helpful to have a fixed deadline and a smaller scale of project to tackle. I got a lot done and it was a really productive month, so I’m going to continue in that mode for the next few months and concentrate on getting a really polished gameplay demo that contains the core elements of the game and really shows off the unique features and gameplay my game will contain. In hindsight I should probably have done that to begin with, but this is a new process for me so I’m learning as I go.
I feel like I haven’t got much practical work done over the last month, but it has been really helpful to take a step back and look at what I was doing – what was useful, what wasn’t and to get a better focus on what I should be doing next. Writing a detailed description of the game, it’s features and thinking about where it fits in the market has been a good exercise and has brought things into much clearer focus for me.
Between all the moving and writing and thinking and planning I have managed to get some ‘real’ work done too! I’ve been working on ‘ghost stuff’ and made a concept for the ghost timer as well as updating the textures and in-game camera effects for ghost mode.
I’ve also been doing some more detailed design work on the ghost timer mechanic and implemented the first version of that. I’m not sure how I managed to miss out doing the ghost timer before now, it’s pretty much the main thing in the game but I’ve been working away without it for several months. What was I thinking?! I also put together the image below for Shakespeare Day. By coincidence I happened upon a fantastic quote that fits so well with the theme of my game. Some things just go perfectly together!
Going forward I’ll be working some more on the ghost timer and implementing a set of puzzles that showcase it and the other core features of the game, and I hope to get back to making some more artwork soon.
As always thanks for looking and I’ll be back next month with more cool stuff!