new game and other happenings

Published December 17, 2011
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Hard to believe it's been 6 months since my Frogwood project went the way of the dodo. Here's a little update on what's going on now.

I've been focusing a lot on finishing school, so that's been a hindrance on any personal projects. But I'll be graduating in April, so who knows what will happen at that point. My CS course includes a 2-class series called Software Engineering that's intended to be the senior project. We get put into groups and we get clients, usually non-profit organizations, that need software of some variety. The first semester is working with the client to define their requirements and design the software; the second semester is devoted to implementing what was designed. I'm in a group of 4, and our client is the university's student recruiting department. We're building a game to create interest for the school.

As the team discussed what technology we would use, we eventually decided on XNA. We thought, and the recruitment people agreed, that it would be cool if they could take an XBox loaded with our game to different events so high school students could play it right there. I'd never used XNA before, so that weekend I sat down and started to learn it. Two days later, I'd written a little game. It was not much more complicated than Tic Tac Toe had no menus or other UI to speak of and it was ugly, but it was a game. From there I led my team to create a very nice demo for the end of the semester.

Now it's Christmas Break and I wanted to shake things up a little. So I took my little game and added menus and stuff and now it's almost a completed product. I even managed to implement networked play over the last couple days, which I'd never done before. The game is still ugly, but you can check it out here. A friend offered to give it a graphical overhaul, so hopefully it will turn into a good addition to my portfolio. The game has no instructions yet, but the goal is to create a line from left to right or top to bottom. If you want to play over a network, be aware that the game uses port 13000.

The last new thing I have to talk about is my Plan For the Future (c). I've been wrestling with the decision between breaking into the games industry or going indie. The official decision is indie. I plan to build a website about procedural content, gameplay, user-created content and game spaces, emergent behavior, and other such concepts. My goal is that this site will become a major informational resource for people and a large community hub. It will be the distribution platform for my games. The catch is, the website itself will be like a meta game. The games I make will explore the realm of procedural content generation, and that exploration will largely be guided by input from the community. Or at least, that's the plan.

Want to help jumpstart my goal? Comment about what kinds of procedural games or concepts you'd like to see. It could be anything from procedural terrain to buildings to plants or creatures to quests. It could be computer-generated dialog or storylines. The sky's the limit. Get creative!
1 likes 3 comments

Comments

Programming020195BRook
Hello Suspense,

I would strongly suggest getting a job in computers, or whatever you can do that pays the bills, and work on indie game development on the side. Too many people think going to post secondary for four years will guarantee them any job in the game industry, or a "good" job for that matter. Sometimes it just boils down to who you know, but if you can create games people will enjoy playing, just go indie. You can attempt to gather some sales, and build your portfolio along the way. Always keep your eye out for job postings with companies you're looking to work for, but don't assume it will happen out of school. You should have a very solid collection of complete projects before walking into an interview.

Honestly, as someone who has been doing this for a while, I wouldn't enjoy working for someone else because your ideas are not necessarily valued, it's your ability to implement their ideas, or the publishers ideas for the project in order to meet their agenda. This again boils down to who you work for, and your influence in that company.
December 18, 2011 04:17 AM
Spencer Bowers
Thanks for the input, but it seems like mixed messages to me. You say always be looking for game jobs, but if I can make good games just go indie? Either way, I don't intend to go for a game industry job until I have a decent project completed, and I don't intend to go indie without some form of income to keep me alive until I start making my own money. I work part-time as a programmer already, and I know my boss will beg me to go full time after I graduate. Heck, he wants me to work full-time right now during the break. So at the very least I do have a secure job to keep me going while I start my indie thing on the side.

Also, I spent most of the day working with my artistically-oriented friend and we made a good start at a graphical style for my game that should look pretty nice. I'm optimistic for having a good game project completed by the time school starts again.
December 18, 2011 08:46 AM
Programming020195BRook
It appears you've misread my post. Going indie is like running your own business, unless you're making good money, you treat it as a second job. So yes, you would work somewhere to pay the bills like I suggested in my first response, and work on games on the side; This is if you're looking to go indie, as you mentioned in your post:

[quote]"The last new thing I have to talk about is my Plan For the Future ©. I've been wrestling with the decision between breaking into the games industry or going indie. The official decision is indie. I plan to build a website about procedural content, gameplay, user-created content and game spaces, emergent behavior, and other such concepts. My goal is that this site will become a major informational resource for people and a large community hub. It will be the distribution platform for my games. The catch is, the website itself will be like a meta game. The games I make will explore the realm of procedural content generation, and that exploration will largely be guided by input from the community. Or at least, that's the plan."[/quote]

Now I'm assuming your main job isn't working for a big game company of your dreams right now, this is why you keep your eyes open, but without a portfolio, you'll quickly find yourself at a stand still. As you complete projects and build your collection base, look at applying for some entry positions if that's your goal.

Yes, if I was working for a game company, I would still go indie on the side because when you work for someone else, you're not there to express, and create your dreams and ideas, you're simply a tool used to complete a job.
December 18, 2011 08:56 PM
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