I’ve made a couple small personal projects before (one was when I got my first Android phone, made a simple native app with smiley faces that you could have bop each other, gradually making them become sadder and sadder emojis), but nothing outside the scope of a simple weekend-or-two. I thought I’d take the opportunity of unemployment time to make something a bit larger in scale.
First things first, I set myself up with a few goals:
- Gameplay that focuses on choices made
- Playable from a web browser
- Can be considered “Finished” within 2 months
Alright, goals. Good, I’ve set a loose framework to fit my next steps in.
I thought back to my early days, the days where I was standing up and doing presentations in front of the company with the fancy new things I wrote in C#. As a Systems Designer, it was important for me to be able to showcase the system working agnostic of the game environment. After all, on a team of people everyone has their prioritized tasks and it’s going to take many people doing many things before it all comes together in a lovely visualized game environment. So when I stood up and did my presentations they were 100% text from a custom C# Terminal program.
See, I would sit by people who spent their days working on their power-point presentations for their next meeting. Literally, days. I would estimate the ratio of work that was contributing to projects vs. the presentation of work they were doing for projects (images, dozens of iteration on wording, sometimes animations, etc.) would be around 2:99 – I’d watch this while seeing many co-workers pressured to achieve tangible results of very complicated or difficult things and think to myself… what a waste.
Myself, I would set a goal to invert that ratio, 99:2. Basically, I would build out my tools and tech and content in a way that I could do it live in front of the company. And it wouldn’t be pretty. But if the people who needed to be informed got informed, I felt it was a successful strategy.
There were many jokes and playful (or not so playful?) groans by the time I did my third presentation. In my mind, this was always offset by the thoughtful questions and genuine excitement I received from a few members of the studio – but, I’ll admit, when there’s 100~ people watching a presentation of just text it’s not the most exciting thing non-tech people will enjoy. Even if I can show cool things like: “Hey look, this combat system is 100% simulated and we can use it to shortcut reproduce bugs or tests faster than it takes to load the game!”. For the 6~ people in the audience who genuinely appreciated it, thank you, you were the reason I stood up in front of everyone 😉
As a call-back to those early days, and because it fits within that framework of goals I’ve set for myself, my first real solo project (that will be web-based, and I can send links out for people to play) will be a text-based game with an emphasis on choices.
As to what “Finished” means, whether it’s a solo endeavor or working for a company, games are never “finished” these days. If my text-based style doesn’t find an audience then it will probably just hang out in “demo” form. If I can find some people who enjoy it though, and are willing to pay for a more “complete” version… well then, maybe that’s how I’ll be spending my subsequent months.
One can dream!