Just… well, because =)
Just another short progress update… insomuch as there has been some!
I got hung up for a while (about 2 months) on the concept art. I felt i couldn’t move forward with the game at all if i couldn’t design just one, measly, tiny environment. Seriously, it was a problem. BUT…… (insert dramatic music here(doooo it!)) I remembered an article written by the creators of Monkey Island. In it, they said that one of the first things they did was to get the game working and then worry about the artwork later.
So that’s what i did and I’m currently patchng together Chapter 1 Part 1, using the most piecemeal pixel graphics that’ll do and i have to say:
IT’S SOOOOOO MUCH MORE REWARDING!!!!!!
Things are moving ahead at a steady pace now as I’m getting in about 4hours of work every night. Don’t get me wrong, it’s not going to be A1 finished anytime soon but i can actually see the end of it as a real thing.
Some puzzles that worked fine on the paper have become indecipherable in-game tests and have had to be re-written on the fly; more dialogue has been added as I’ve been going because, try as i might, i can’t play the character and not have him talking to me in that light-hearted MI style way =)
OK, so, back to it! I’ll update this site when the game goes into first testing (doing this with just graphics that say “Kitchen” and “blowtorch” on them) but is sound from a coding point of view.
God for Queen Liz and the devil take the hindmost! (what? it’s a thing, honest!)
Chapter 1 has been split into 2 parts and the puzzles have now been designed for both. Part 1 is complete and Part 2 needs some refinement, but….
This means i can jump into concepting out the environments while i work out the tiny details for Part 2, YAY!
I used to battle with being faithful to the ship layout and absolute specifics of the design but it always felt, well… a little sterile and forced. The deisigns will be as true to the original as i can make them but some changes will have to be made to certain room locations and contents. The long and the short of it is this: I’m now starting the concept art stage. So there =)
Sorry there’s nothing to actually show at this stage. There’re pages and pages and pages of puzzle notes, designs, sketches and brainstorming documents but they’re all a little…. well, spoilery.
After the puzzle dsign is finished then it’s on to the concept work and that i will be able to post. It may be pap but it’s progress.
It’s strange but, doing it this way keeps on giving me energy. When i was working in 3d, i was sort of rudderless but with each thing i’m doing here, i’m becoming really proud of what i’ve achieved. I’ve just finished work (“just” being over the last 4 days) on two puzzles which i would love to find in an adventure game and i can’t wait for the beta testers to try them out!
OK, so, back to it.
Having a jolly whizzy time, Byeeeeee!
i just had to learn too many things from scratch to do this is UDK, so, quite literally, i’ve gone back to the drawing board with AGS
Some prep work based on the earlier concept stuff:
I have to say that I’m all excited again about this and it’s become a labiour of love once more…. not a pain in the arse as it was becoming.
Until next time… hopefully not another year or so, though =)
People have said to me that this project is far too grand to complete and that i should scale it down to make it achievable.
I’ve been told that if i want to be a games designer then start small with ideas that i can build up, change adapt and finish
I’ve been told that games design should come from building all assets first and then adding gameplay to it and gradually building a story from there.
I’ve been told that story isn’t important to the game
To all of this i say the following:
I don’t want to be a games designer.
im not trying to write a red dwarf story.
im not trying to make a red dwarf game.
i want to create something that can make red dwarf fans truly feel like they’re involved in the show. im trying to make something which will allow people to have experiences and make warm memories of being closer to something they love. to allow the audience to participate and affect changes. I, like any fan, want to make something that furthers our connection.
Red Dwarf isn’t the best tv program and a lot of it isn’t really funny. i love it not because it’s the best but because it’s nostalgic and reminds me of different points in my life. its something which has spanned my entire adult life and has comforted me when going through bad times. it’s caused excitement about new shows and it has provided, at times, an actual moral compass on some issues.
i was recently hit by a car on my way home from work and suffered a spinal fracture and open wrist fracture. in 6 days i have learned to write with my left hand better than i could my right. What i thought would never be possible is now necessary. I have had to remain still in a back brace and sit and think for what seemed like ages but was really only 2 weeks in bed. in this time i realised that my problems with the game are coming from trying to fulfill people’s expectations. i know what this game has to be and that’s what im going to build. it may take me years and i may wander off from time to time but….
I’m making it for me and anyone like me.
No more pressure.
So i’m getting my arse kicked in trying to tie up individual character’s story arcs.
The main story is fine and done but i wanted the player to be able to play any character they want. The reason i’m doing this is so you can feel like part of a team. Part of the crew. Unfortunately, the timeline has to be rejiggled (it’s a word, honest) to make it sequential and still make sense from the perspective of just one character. Depending on whichever character you choose, will decide where you come into the game, what specific tasks you have to accomplish and which storyline you affect.
so…. more of the same but i just wanted to say that i ain’t’n’t dead!