During this time i am going to try and develop a working prototype of a game design i have been planning for a while.
As I'm sure many people do, i tend to think that if i didn't have a job i would be able to develop games much quicker. I'd be able to concentrate on a solid 8 hours (or more) of game-dev a day.
Unfortunately i am an accomplished procrastinator and as such i am unconvinced that this would actually happen
I am going to spend the next 11 days as if i was a full time indie game developer (or at least what i imagine it would be like)
Hopefully i will achieve my goal and prove to myself that i can do it (at least for a short amount of time)
I will be journaling my progress, hopefully with screenshots.
First up on my list is a quick overhaul and refinement of the cacophony of notes i have compiled on this game, in summary it's a small TRPG with a simple skill/magic system.
There is a lot more to the final design but this is the subset of features i will be concentrating on during this stint.
I have a clearly defined outcome for this stint of development and that is:
- A small working prototype of a single level
- 3 Different classes of character
- Simple skill system for attacking/defending
- Focusing on completing the demo in the time allocated
- As opposed to making everything with the underlying engine as the focus
Coming from a background as a background systems developer(both applications and games) i tend to design and develop with re-usability and utility in mind, however for this project i am trying to move more towards a "as long as it works" then i can focus on the refinement after the fact(after the 11 days). Not because i believe my previous methods of working aren't good but because i wish to try other ways of working to see if i can find some crossover skills i can use.
As you would imagine there will be at least 11 updates in the next 11 days (perhaps more), if you're interested come back tomorrow for more adventures.