For a class I am taking, I have to create a concept document explaining the idea I have for the game that I want to make this semester. Since I already know a lot about the game I’m trying to make for the class, I thought I would share it with my few readers. I went back to look at my other posts on The Epic of Sadko, and I realized that they don’t really explain much about the game in concept. This seems as good a time as any to describe it.
Today I am going to begin in earnest my summer project. I am going to try to work on it a little every day, but focus on it on Saturdays, during which I have the most free time. I’m not really setting a timeline on this game, because I feel like it should take as long as it needs to take. If it lasts past the end of the summer, then so be it, but it might get interrupted by school if it does.
Today, I intend to describe what my summer project is about, how it came about and why I am doing this instead of a number of other projects I already have going.
If you have been following along with my blogging adventures, you might have noticed that I haven’t updated much this month. I’m making a point to put up this post to explain why and what’s happened this month.
The answer is simple: it’s March.
Ok, so as promised, I am going to tell you about my experience with Chris Crawford and his book, Chris Crawford on Interactive Storytelling [CCIS]. I have spent way too much time reading this book and I need to move on to the next one. Also, I really really need to start writing those two papers I need to write this semester! Let me start by saying this: When I bought the book, I didn’t even know who Chris Crawford really was. I knew he was a name in the games industry, but otherwise I knew nothing. I can’t even remember what led me to the book. Maybe someone recommended Crawford, and I looked at his dearth of books on Amazon. Out of them, I would have naturally chosen CCIS, just based upon the title alone. I’ll say right now, it was probably a good and necessary choice, but that doesn’t mean I like every bit of it.
So last week I promised you visuals. So here are some visuals.
Amazing aren’t they? Just stunning! Ok, I know I’m not much of an artist. I’m going for super minimalism here, because that means it has to be clean and orderly, as well as being really abstract. Which means that there’s no need for fancy graphics and all that. This makes it easier on me, since I’ve carved out a wonderfully complex path for myself in the code. Fortunately, I am better at coding than I am at art, so I’m willing to take on this challenge I have given myself.
So, as promised, I would like to introduce you all to my replacement project for my game design class this semester. The project is titled “The Doors Are Frozen Shut” and it is about being trapped in a building during a snow storm with neighbors you barely know. Here is a title screen mockup that I made in class while the instructor was droning on about something:
I think I am going to put 30 Cycles to Jubilee on hiatus until the summer. There are too many things I want to do with the project, and I just don’t think I have enough time to implement them all and make it work for the class this is supposedly for. These last few weeks, I have spent a lot of time doing silly modeling things to get this to work in 3D and in Unity. While I feel that the game needs to be first-person, I’m just not talented enough as a modeler yet to be able to make these structures. I don’t want to put my performance on this project, which is for credit for a class, when I feel like I’m not going to get enough through it.
That said, I will probably be doing something that is similar in structure, but does not have all the silly requirements I have put forth for myself (namely, making a space ship, aliens, complex boning, etc.). I will probably still be making something that resembles an adventure game, but one that will (hopefully) not need so many complicated models to make it worthwhile.
I will try to get something up next week to explain the new, smaller project.