GJx2: my worries and fears.
I thought I’d take a little time to talk about the game jam that starts tomorrow. The one I volunteered to take part in, organised a logo-production for, contributed to the Google Group for, and, of course, the one I’m writing a weekly column on at Gamers with Jobs.
In short, it’s the day before, and I am really stressing out.
I’m not a game designer - I could find multiple things that are wrong with any game, but ask me to make one and I go blank. In fact, that’s one of the reasons I don’t criticise some stuff, these days - I know that I can’t actually achieve the same thing myself with my skillset, so I don’t really feel like I have the right to rag on them for it.
Primarily, I’m worried about:
- Actually finishing the game, but this is a given - the wonder of writing a column for a popular site about the jam is that I finish or face public humiliation, as does the site, so it provides a somewhat intense source of motivation for me.
- The art - I’m probably going to go for a game with VVVVVV graphical complexity simply because I can’t sprite to save my life and the thought, the mere thought, of me doing 3D work is laughable given the month-long time-span.
- The music - I am a musician, or at least, I have been in some stages of my life. But at the same time, composing music is a little daunting, especially when I know that if a repeating track sucks, the player will mute the sound and keep it that way, ignoring the other tracks that might not suck as badly as the one that put them off.
- The concept - I’ve not played them, but commenters over at GWJ revealed to me that there are two games already themed around hugging. Sure, they’re not actually the same in terms of story, but one of them looks really great, like Swords and Sworcery great, and it was made in 48 hours, as far as I’m aware. Wonderful. No pressure.
- Stencyl. I have no idea how easy this tool is actualy going to be to use when it comes to the real grind - actually getting the work done and the game built. Hopefully it’ll be easy enough for me to get a fun, great game sorted out in the time I have.
What I’m looking forward to:
- Actually making a game. Being able to point to it and say “that’s mine. You can play it. It has a start and an end.”
- Seeing the feedback/comments grow on GWJ (I hope) as the columns go on and the playable version develops.
- Potentially seeing my game appear somewhere on some site with someone going “you HAVE to play this. This is awesome.”
- Being able to expand the game after it’s done and potentially build it up into a massive, sprawling game - or a developed Metroidvania sequel, in which you go around a huge space station hugging unique aliens, rather than from planet to planet.
- People enjoying the soundtrack/art/story/gameplay/anything about it at all.
What scares me is the (admittedly self-inflicted) publicity of it all, but at the same time, that also means I’m extremely unlikely to lose focus. So, if you see me freaking out on Twitter or anything like that, please know that it’s due to everything I just wrote about. I’ll link the columns as I go, and I would say that I’ll blog here as well and be a little more personal about the development process, but I’ll probably just do that there, as I think that’ll have more of an impact than a goddamn plain progress report.
Good luck, me.