Game Dev Diary – Part 1 – Living with Milestones The Plan
Hey guys Nemo here, this week has been the official start of the holiday. With all my uni projects and contract work finished, I am free. I’ve been pretty pumped up for this holiday. This is the first holiday where I have had zero projects on my hand. It was such a relief but after the first day it was strange not having anything to work on. So, I decided it was time for a new project. After a bit of brainstorming on how I wanted to spend this 5 weeks, I boiled down to two main tasks. These are:
- Game Development – Develop a prototype of a game that I’ve had in mind for the past few months. A game that I can post to TigSource
- Blogging – Post a blog at the end of each weeks about the progress of the game development.
And so it begins – The five week challenge.
The Game Design Document
We begin with the Game Design Document, this document describes the entire project, with all the details, and the methods by which each element will be implemented. It should encapsulate both the body and the soul of your game. By writing a design document it helps ensure you from wasting time, indecisive choices and from adding new features (otherwise known as feature creeping). It is like the blueprints of a building. When it comes to writing a design document there isn’t a golden template or rules to follow. However from my experience of writing and reading game design documents I’ve come to realise a few common traits that a good design documents have. These are:
- Readable – People shouldn’t have to squint their eyes. If you have messy handwriting, stick to writing your documents on word. Learn to use good page layouts – eg. plenty of white space, easy on the eye fonts, bold headers.
- Understandable – People shouldn’t get bewildered by your document. Dumb down the words. This isn’t 4unit Advanced English essay. Sometimes words aren’t the best choice either, you can sketch out your idea.
- Detailed – Don’t tell them the “what”, tell them the “how”. eg. A bad example: A player can move in the game. A good example: A player can move by the keyboard or a xbox controller. On the keyboard he would use wasd and on the controller he would use the left joystick.
I realised that a good Design Documents are an essential to any projects and not just game related. The difference between a successful project and failed project can be reflected by the design document.
The concise version of my design document. Delirium, a top down sci-fi action game set on a cargo spaceship. Players will be put in a fast paced battle against a variety of bosses, in which they have to learn each of their weakness to defeat them. Upon defeating them they acquire new traits which can help them during other boss encounters. Features:
- Intense and interesting boss battles
- Players can shoot or use melee attacks
- Players acquire traits such as dodge roll, different weapons
- Players have 2 hit life system
- Intuitive tutorial and gameplay
- Swift and precise movement
- Controller movement allowed
- Pixel art – inspired by Crawl
- The game draws its inspiration from Titan Souls and Mega Man
Placeholder art and basic functionalities of the game.
Well that’s about it for now but more to come over the 5 weeks! First week down, another 4 to go. Till next sunday! Stay well and keep productive. 🙂 Nemo Out
Hey guys Nemo here, let’s talk about risk. Not the board game. I’m specifically speaking about risks in life.When was the last time you took a risk? Hold on before you answer that, let’s define risk. Risk by definition is the act of exposing yourself into a situation involving danger. So technically speaking, everything in life is a risk.
Well, not quite. There are types of risks and it boils down to 5 main types:
Types of Risks:
- Unavoidable Risk – The one where you’re walking down an empty street, and all of a sudden out of nowhere a car runs you over. Or the one where one of your family member wins a 10 million dollar lotto. Unavoidable risk can lead to results that can be both beneficial and detrimental to your life. This is the one that you have no say in it. It just happens.
- Stupid Risk – The one where you’re jumping off from a plane without a parachute. Smoking in a gas station. Making toast whilst having a bath. The list for this one can go on and on. Stupid risks are unnecessary and bound to kill you. This is the one to avoid at all cause.
- Silly Risk – The one where you trip over a rock, or you’re just drunk. Silly risks gets you attention.
- Dangerous Risk – The one where you gamble your life fortune on poker or lotto. Essentially the “High risk, high reward” idea . The one that can result in perilous results, but the results may be worth the risk.
- Life Changing Risk – The one where you travel overseas alone. Or even take courage to ask out that special someone out on a date. Or even moving out of your parents house. It’s the one where the outcome is irrelevant. No matter what happens it makes you stronger. This is the risk everyone should jump at when given the opportunity to do so.
The 5th risk is the most important.
Benefits of taking Life Changing Risk:
1. Opens up new challenges and opportunities.
– By travelling alone overseas, you meet a variety of new people which can create new connections. Connections can potentially offer you new job opportunities. Thus challenging you to learn new skills.
2. Can lead to positive outcomes.
– By asking that special someone out you opened up the possibility for a positive outcome. Previously the chance of this outcome never existed. Even if you get rejected you learn to become stronger, more confident and helps you for your next attempt.
3. Help clarify your goals in life
– By moving out of your parents house, you have to take responsibilities. Responsibilities that shape your short, medium and long term goals in order to survive.
Negatives of taking Life Changing Risk:
I’ve always liked the idea of taking these risks. I believe it is a necessary step to take in order for yourself to grow stronger. So I urge you guys to take risks in your lifetime!
“You’ve got to risk it to get the biscuit.”
If you fall just get back up 🙂
-Congratulations. The October labor lottery is complete. Your name was pulled. For immediate placement, report to the The Ministry of Admission at Grestin Border Checkpoint. An apartment will be provided for you and your family in East Grestin. Expect a Class-8 dwelling.
Hey Guys Nemo back with another game review about Papers, Please. In Papers, Please, gamers play a unnamed border checkpoint officer, an unnamed character, in a fictional Eastern Bloc-type country following a fictional World War scenario. The game consists of you doing your job: checking passports, documents, tickets and passes, and accept or deny entrants. At the end of the day you get your salary depending on how well you did and then manage your expenses to (hopefully) keep your family alive in the struggling economy. That’s it. It’s a slow burn and the game drops in different elements to keep you on your toes, requiring you to check the validity of worker’s permits, entry passes and the like. Some characters approach you asking you to reject or accept valid entrants, which you can do at the personal cost of your salary. Sometimes you mess up and let a terrorist in. other times, you let in a man with a woman’s passport; we all make mistakes. It’s a dense game, and strangely addictive for something that is equivalent to working at the NRMA.