14 October 2021

New Production Strategy

Over the past 5-ish months since my last post, I've learned that programming only really matters to me in the context of programming a game. Accordingly, I've quit school with the intent to do everything possible to move into a game development career. My first priority in this regard is to find a new and better production strategy for myself.


Of the strategies I've encountered so far for making games, my favorite has easily been the boardgame production strategy:

Produce prototype > find players > get feedback > repeat until "ready" > submit to a contest or group of other designers to tear apart > make corrections with intent to pursue a publisher or kickstarter, with additional testing as needed.


However, I haven't found a way or group to work with to easily apply this strategy to my videogame production. The closest similar outlet I've found for videogames are game jams, where you craft and produce an idea in accordance with a theme (or, sometimes, no theme) and (hopefully) receive feedback from other jam participants. Even if you don't get feedback, you get the opportunity to compare you work to your peers.


Jams are very good for testing new ideas and mechanics you might be interested in. It's my impression that making jam games can do alot to develop your ability to craft mechanics that "feel good". But, how do you take a jam game and turn it into a full title? I've yet to figure this out, despite trying to for at least 3 projects. The spark goes out once the prototype game is "done", and I find myself moving on.


My only alternative to the boardgame strategy and jams, until recently, was just to "plan to finish a full game this year" and work on and off on the project. This strategy led to boredom and frustration. I spent a good portion of my free time tinkering with programming languages until I finally decided to go back to school.


I need tight deadlines, the ability to work rapidly, and built-in time off in order to ensure I can continue working full-time while attempting to change my life. I've decided to try the following strategy:

  • Sent aside 4 months twice a year to produce a full game with the intent to charge some amount of money for it
    • First month is just brainstorming and experimenting with the goal of selecting 1 game idea to continue with. I've been completely derailed by experiments in the past and, in the game jam I most recently participated in (MechJam II), the game I actually finished was started with 12 hours left out of 2 weeks. It's my hope that providing more time at the start will allow me to get a better grasp of my project and its scope.
    • The remaining 3 months are intended only for the production of the idea I selected in the first month. The 3rd month is intended as a safety net only, so if I'm starting over again in the 3rd month that's a sign I need to shelve the project for later.
  • The remaining 4 months are sprinkled between big game projects and are for pushing my games on social media, game jams, programming, life events, whatever else arises. I've found social media in general to be an annoying distraction, and I hope to keep interaction with it to a minimum while developing.

 

This new strategy doesn't include time for user testing, feedback, or coordination with other artists. There's so many prototypes vying for people's attention, not to mention all of the completed games from every decade imaginable, that I find the idea of attempting to attract an audience with my current resources extremely intimidating. I've also given up on the idea of paying others to work with me for now, as I no longer have the spare finances.


Every now and again, I hear about weird little indie games. Projects buried in the mass of steam, or invisible on the prototype-heavy platform of Itch.io. I hear about these games from videos posted by other game makers, or through quirks of the YouTube algorithm that lead me to tiny channels with minuscule followers. It really seems to me that any sufficiently entertaining or distinct videogame has the potential to be discovered and cherished by a tiny group of zealots.


Aiming for tiny success is not a good business strategy. However, when all you want to do is produce something worth actual money with your very limited resources, ie not an asset flip and typically more developed than a student project, it is a strategy. Worst case, no one notices your games and your portfolio expands beyond jam projects. Best case, you make a game a few people like enough to tell their friends about. 

 

You don't have to ask for money as part of this process, but I want to. It gives me reason to aim for a higher standard in my work.


As part of this new strategy, I plan to spend this month planning a project and then next month attempting to make 1 game. This would allow me to treat December as an off month before planning a new game in January.


This will be my only blog post for October. However, I plan to post weekly updates in November. I plan to continue posting here because I'm not ready to divide whatever audience I might have. 

 

Until then.

26 May 2021

I guess programming's for me

What to try some rough as hell jam games? I made 2 this weekend:

https://dgalga.itch.io/confettiman-tries-to-fight-guns

https://dgalga.itch.io/growth


"Growth" was submitted to Trijam 121, which had the theme "Exploring spacetime". I (and most of the jam participants) could only initially think of games focusing on vehicles in space, but I rejected this as too obvious. I've spent the past 6 months learning C++ and not finishing games, so I wanted to do something more personally interesting. I decided on doing a multi-part, artsy, exploration-of-the-short-life-of-an-alien-parasite thing. I didn't get in everything I wanted with a 3 hour deadline, but I got all of the key points in and I'm happy with the result.


"Confettiman tries to fight guns" took me 10 hours out of a special 20 hour Bean Jam #20. The jam was held in a far off time zone, and I started late, but I'm still happy with the result. It's super basic, and I don't actually think it fits the theme very well, which is "World's worst superhero". 

 

I made Confettiman far too powerful. His jump allow you to completely dodge bullets! However, this also marks the first game I've ever made that somewhat fits the beat-em-up perspective, and it's this I'm proud of.


Now, I was originally planning to take part in 2 more jams before my classes resume next week. However, I had to drop out of one when I realized it was all getting me very stressed before what looks to be a very stressful and compact summer semester. Shortly afterwards, I decided to drop the second when I realized something odd: I miss working with C++.


C++ is hard. However, I can see a future in it. I can even see myself making games using it with more practice, and I credit my experiences of this past semester with improvements in my game design and workflow. I don't see a future in Godot, or tinkering with Unity. Tinkering and hobbyist projects won't teach me the concepts I need to build better projects.


I need a future of the kind I see in programming. I plan to do a few game jams between semesters, and I plan to keep this blog for that. However, I can't pretend anymore that the tinkering way I was for 2018, 2019, and much of 2020 will ever get me where I want.


See you in around 2 months probably.

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