Thursday, October 11, 2012

Development Hell

Wow it's been a while since I posted here. I usually post more over here because of sketches and random little stuff, my material blog and over at RMN. But while I'm writing this post I just remembered that this is my game design blog. (orz) So I'll try to post more. Here's a copy pasta from one of my blog posts in RMN and RMW.

P.s. Nightwish is awesome.

I learned a few things during the 'hidden' development of PorcuP and trying to work behind the scenes. Here are some interesting things I actually -knew- but I didn't follow.

PLAN PLAN PLAN. But make it Flexible
- Ah yes, planning. When we first started out, I asked rhyme to create a world map and we can plan the scenarios based on them. Except...The map was huge...I had a crazy schedule set up for it alongside with self inflicted hard mode work for my university projects. The game was planned with each other holding hands. Except...

- So when one of us had to go due, I was quickly trying to gather my bearings and thinking what to do. A few more and then we found that the game is too big after all (specially with the constant deadline changing). And the only reason I did so well on quickly shifting the game to Porcupine is because I decided to make it part of my main lore (Division Heaven). Which can -also- mean as a dead sentence for any game I dubbed thee as part of it. Because I'm someone who wants the best when it comes from that lore too. orz

- And because of it too, skillsets and items must change, even the UI (thankfully just a quick color change). And what's the best way to finish database works as fast as possible? Get your closest friends and go to Google Docs. Expect craziness though:

Good times.

Freedom is Evil, Stop Adding Features!
- What made Rm2k3 awesome back then? Limitations and working around those limitations. 

- Freedom is great, but it's also very evil in terms of development that -should- have a deadline. I found myself being able to do most of the things I want. What I found is that because I was new to VXAce and how easily some things are replicated (from VX -> VXAce) and BETTER, I got off the rails and overdid it, sort of, with the feature spamming. And friends giving suggestions didn't help with that. Or when the story starts writing itself...

- Point is, I have to be held back because it was too much and/or will take a while. And partly for other reasons... As much as features are great and how you can go all out, working under a deadline isn't good. Finish the game first, make the next one better. Is what they would say.

- Connected to the first point and what I found about planning is that, it is really important for the scripts to be as finalized as possible. If you think it's going to make the game easier to make and is more time efficient. Do it. Just look for people and beg to your knees if you have to, do it.

- While I actually failed on this regard, I'm happy with all the features the game has now. Even when I'm way overdue. Haha.

- I CAN'T STRESS THIS ENOUGH. REALLY. Just, just look at this:

Let's just say inside those folders there's more New Folders. I curse my laziness u.u);
At least the inside of the game isn't that bad.

But this is also connected to the NUMBER 1 POINT. I should've added more spaces between the characters in case of emergency activation skills. No matter how airtight your planning is, always leave some spaces for air to breathe in. 

Aaaand that's it for now! Enjoy~


Anonymous said...

I don't agree with you here, limitation in an game engine is bad, the more freedom an engine give you, the better it is. here it seem to be your own failure to utilize the features rather than the engine is of any fault.

Archeia_Nessiah said...

I think Anon you misunderstood my point there. I was merely saying that too much freedom made me want to do A LOT OF THINGS and I tend to have added and created more features which was bad since this game had a deadline.

Anders Hansen said...

Having spaces for the skills to breathe in is a good suggestion. I will remember that for later.

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