In between college work and playing copious amounts of The Binding of Isaac, I’m working on a game.
A multiplayer game.
It’s called Castle Combiners, it uses PlayerIO, it draws heavily from one of my favourite childhood game Impossible Creatures, it’s an RTS, and pixelly and silly.
So far you can log in, chat, change your nickname, and create units and save an army.
My twitter feed is filled with all the game devs I follow actually working on something, and finishing it in a weekend. That’s really something.
What I just said is kind of obvious, but it blows my mind. So many game devs round the world are being connected by what they (hopefully) enjoy doing, and the sense of community is huge. The results are really impressive as well.
I’m really gutted I couldn’t enter. I haven’t been on my computer all weekend, so I wouldn’t have been able to do anything. Damn working on a Sunday.
It does really upset me that I haven’t really done anything for the last three LDs. LD22 I was ill, LD23 (where I managed to get out of work) I really didn’t get a good idea, and this one I was working.
I’m back working on DIG again, and I’ve started fixing a few of the notorious bugs that have hindered progress right from the very start. The game feels so much more playable already.
I’ve also written a comprehensive to do list, with everything I could think of on it, ranging from tiny bug fixes to major new features.
I would post a pretty picture or something, but there’s not really much visible to show.
IT’S ALSO MY BIRTHDAY TOMORROW. Just sayin’.
So, I didn’t finish my game this Ludum Dare. I did, however, get a nice prototype, which I will hopefully be adding to. I’m calling it Revolves for now.
I’ve been adding to a bare bones AS3 engine for a while, and as I may want to use it for LD23, I’m making it publicly available.
It’s all pretty self explanatory, and there’s not really much of it.
On, and you can expect quite a few Ludum Dare update posts over the next two days.
In short, it’s most game devs’ problem. Not being able to finish things. But it’s not only that I’m not able to finish a complete game, it’s the fact I’m not able to finish the little parts of the game as well.
I often find myself charging in to add a feature without really thinking through how I’m going to implement it. Then, it turns out that it doesn’t quite works, but works some of the time. I think “That works well enough, I’ll come back to it later” and leaving it half done. So right now, I basically have a whole load of half finished features, and I have no idea what needs doing.
Also, I’m far too concerned with optimization and proper coding practises. I worry about whether I should use getters and setters, whether I should rewrite that as a function or have that as a static variable, etc. I need to stop doing that too.
Oh. And I don’t comment my bloody code. That probably doesn’t help.
As you may have noticed if you’ve watched any of the videos, in some weeks I tend to get nothing done, and in others I tend to get a lot done. I’m in the former phase at the moment.
I’m at the stage in development where I’m finishing up the engine so I can add all the content to the game. However, as is the curse of development, my code is turning into a spaghetti-ified mess, and it’s going to take me a while to get everything done. Of course, what I really want to do is start over and make everything better, but that’ll just be a waste of time because it will end up just the same way.
So, I think I may take a break from DIG. In fact, you could say I’ve already started on the break. I’ve done hardly anything over the last two weeks.
Of course, I will return to DIG, but I’m going to go quiet for a while. I might try and do a quick game in a month or something, who knows. But I’m not leaving DIG. Promise.
Apologies for the lack of video this week. I was canoeing on saturday and working Sunday, plus I haven’t really done much on DIG recently. However, I’m planning on doing quite a bit of work on the game this week, so hopefully next week’s video will make up for it.
Woo! Week 6/7/8 video!
When I first started DIG, it was a different game to what it is now. I planned it to be a quick and easy to pick up game, which is why I chose Flash and AS3. When people play online games, they’re not looking for time investment, they’re looking for something to waste a few minutes or hours – but with something simple.
DIG is not that.
DIG now is a lot more in depth. I’ve planned a proper story for it, and it’s a game you have to want to invest time into to get the best results.
So, I reckon I’m now going to market DIG as a normal desktop game… which means I have quite a few less limitations, which is nice. However, I now have quite a few other things to think about. So it’s a trade off I guess.
Anyway, I have no idea how to attack this. I’m just going to keep coding and going with the flow.
Also, http://twitter.com/leomckitten is now the official artist for DIG!