Apr 10, 2015

Sleep, Swim, make Fallen and Fruits

I try to give Fallen project as much time as I can. Squeezing it whenever possible.
I can't say it is simple, because I have to sleep for at least 7 hours a day to be productive.
It is a rule, because every hour "stolen" from sleep backfires ruining hours of productive time. 

So, it is not an option. 
The same I can say about sport, it doesn't take a lot of time like sleep, but vital.
My 'official' job is time consuming too.
It eats up a lot of time, but very exciting! Damn, I love my job! I have two games and Jackpot system in current production. Couple of games at 'concept,close to  production stage'. 

I work at slot machines and casino games development. 
These games may look smaller, comparing to bigger AAA games, but I assure you, it doesn't make them primitive or simple.
There are literally thousands of games with nearly the same rules and you have to give player experience pleasuring enough to play your game! (Heh, Like anywhere else).

For example, here is a couple of screenshots of one of "my" projects (of course, it isn't mine. A team worked hard on this game.). It is already in operation, so I will not lampshade any 'super secrets' ^_^.


It is 'just' a fruit game. Fruit games are very interesting type of games. They grown up from chewing gum vending machines, if you don't know.
There is one interesting feature in fruit game: they are expected to be simple. Both gameplay and graphically, but!
Don't miss simplicity and primitiveness. Here is the trick: you have to make game simple, easy to play and 'classic' from one hand.
From other hand, you should keep your game at peek of technology (yes, fruit games are simple, but it doesn't mean they should look like games for ZX spectrum 48) add feature to make it different enough.
Have we succeed? 
Only real operation in long run can answer this question for sure.
But, I think yes.
YARRR! 

Of course it is challenging, but.. It is sheer pleasure.

Don't forget about studies. If you want to progress, you have to learn and learn.
Project management, game design, storytelling, new programming languages don't learn themselves!

AND, as I wrote few posts ago, I have small side board game project...

Ugh. you got, but this wall of text isn't an attempt to find an excuse for avoiding development of Fallen. 
NO! As I mentioned in previous post, I am implementing 0.4 features. I have about to finish inventory refactoring. I have spent 3 hours on it and 4-6 hours left. I have moved it to widget/ state machine platform of revised Fallen code. (First version of inventory eaten up more then a month!).
After this, I'll turn programmer mode OFF and start huge game design stage.
We need to expand the story of antagonists and locations from sketches to development specification for next versions.

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