Johan`s Game Compo Survival Guide
Transcription
Johan`s Game Compo Survival Guide
Johan Peitz Muskedunder Interactive • Some stuff about me • Various Game Compos – and what came out of them • Idea generation • How to stay alive – AND have something to show • The end • Johan Peitz • Started indie developer Free Lunch Design in 1998 • Now Technical Director at Muskedunder Interactive – advertising games – casual games – social games • • • • Annual community event 72 hours (was 48) Can use previously available code Rule-O-matic – Genre / Technical / Artistic • Solo event • Alex 1 (1999) – command line, BEL, 29 • Alex 2 (2001) – puzzle game, particle engine, donkeys • Alex 3 (2002) – code reuse, virtual machine, nuclear • Alex 4 (2003) – 4 colors • Tri-annual, 48 hour event • Make everything from scratch – Encourages to learn new stuff • Lots of social activities – Progress blogs, time lapses, food pictures, etc • Voting and winners – several categories • Solo event • Theme: Infection • Simple mechanics – tweaking attributes as the player progresses • Content creation – random levels – palette manipulation level 1 level 7 • TIGSource.com – The Independant Gaming Source • Different but distinct themes – B-Games, Procedural Generation, Demakes, Cockpit games, etc • Lots of co-operation • Forum used for extensive feedback • Theme: old school fun • Simple and proven mechanics • added twists for more depth • Content creation - random ”levels” • Many, many versions - released to PC 2001 - on facebook 2009 • Words – dictionary, thesaurus – Video Game Name Generator • http://norefuge.net/vgng/vgng.html • Art – Flickr, pixeljoint, google images • Restrictions – The more the better • Other games – Add / subtract features • New wallpaper (nya tapeter) – Go somewhere else • You have your million dollar idea – How to keep focus? • Top down vs bottom up Bottom-up approach starting at the top 1. 2. 3. 4. Start broad Find the core Add layers Profit! • Beware of feature creep – Don’t overdo it! – Be ruthless when cutting features! – KISS = Keep It Simple, Stupid! • Nail the gameplay first – All the fancy stuff in the world wont help if your game isn’t fun. • Minimize content creation – Procedural generation – Simple graphics tweaks • Use limits to your advantage – turn weaknesses into strengths • Keep track of the time – Plan properly and revise if needed – Miracles can happen the last hour, but probably not • Eat, sleep and have fun! – It’s much easier to work if you like it! • Wrap up early – An hour only has 60 minutes. Really. Johan Peitz johan.peitz@muskedunder.com
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