19 Nov 2013

All About This Game Development Blog.

The "Big" Announcement.

For my first Project with Project Anarchy I decided to start from very classic and well known arcade game concepts, mixing and matching them a bit and let experimentation do the rest.
This trying to come up with something quite fun with a level of challenge that could please both casual and hardcore gamers.

I will further develop some of these gameplay concepts as part of a collection of few little games.
The first release is planned optimistically for Christmas and other chapters will be available with updates.

All these games will be based on a common theme, character and modular content, to get the most out of every art asset.

I will try to take a dev log on this site and give it equal priority over the release as I hope you will enjoy both the game and the journey to make it.

Start with a K.i.s.s. (alias Keep it simple stupid)

I'm learning Project Anarchy for months and in this time it has inspired me an infinite number of game ideas that it made ​​possible for me to achieve.

Ideas that I have never attempted or seriously considered, because to realize an ideal development enviroment to boosts how many ideas and features I can prototype, integrate, debug and profile while manteining very fast iteration rate and a hi quality standards, they require a non sustainable investement of time and effort.

Project Anarchy offers that ideal enviroment and a lot more, so it is a great opportunity to attempt something more challenging.

I really like some game concepts I come with, but these games are not suitable for a first project.

As I decided to not rely on any additional work force.

As I wanted to make something really simple to base this dev log about.

As I want to Keep it simple!!!.

That is actually the first and most challenging of achievements for an artist.

In a world of quantity over quality, where people get too much importance to details and get amazed by how complex are the next generation of games, few games really achieves to express the very simple essence of fun without all the unnecessary details.

My Plan

To give a proof of concept of what a single person can achieve with this engine.
To have a real use case to explain engine features.
To write little guides to give and receive some hints.
To show what are the main challenges you have to get through making even the simplest of the games nowdays.

I need this project to help me to develop an optimal workflow and a model for planning future projects.
It enables me to understand which tasks I should delegate considering their importance in terms of time, cost and overall quality of the product, befor starting a bigger project and a business.

I would be really great if this devlog will get read from very communicative people, who want to share their thoughts about my initiative and their comments and valuable feedback on the pages of this blog.
You can help me to make better games and to make these pages a valuable knowledge base for every other reader.




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