Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Humble beginnings: An amateur project is still a successful project

A topic by gamer1867 created 64 days ago Views: 76 Replies: 4
Viewing posts 1 to 5

While I am happy that progress has been made over the past number of days, I am finding that my project is looking rather amateur and unrefined at this point in its development.  But after some reflection and consideration, I am actually okay with that.  I am starting off simple and deliberately small scope, even minimalistic, in order to attempt to finish a project before the gamejam's submission date.

Currently, I am working under some imposed limitations, not only limitations of time, but also limitations of my own experience level in both designing and producing games generally, limited experience in my particular toolchain of Apps used to produce graphics and audio, and a limited amount of individual experience programming using a particular game engine or development system (in this case, AppGameKit).  Taking these current limitations into consideration, I understand that this project is not going to be a highly refined game, nor a commercially viable product (at least not in its current iteration).  But I am ok with that, and I need to accept that.

My point is, I hope that anyone reading this will be encouraged to pursue developing game projects if that is something you want to do.  As a point of general advice, do not necessarily expect your first projects, especially your very first few projects, to be spectacular or high quality, to contain rich seamlessly integrated assets, to have great depth, to have underlying fine-tuned honed gameplay mechanics, or possibly even to be entirely playable.

At first, in the initial stages of designing and producing games, the experience gained is more valuable than the game / finished project itself.  This gained experience carries over into pursued future projects whose quality level will only increase and exceed past initial/early projects.

And there is also something intangible about completing a project (no matter how seemingly small or lacking that project may be) in and of itself.  That satisfaction and joy of completing a project is not always apparent in the finished project itself that others see or download, but it is something that is a reward in its own right, apart from the end product and regardless of its quality.

To clarify, my goal was and remains to design and produce high quality games.  I am not changing my goal.  But in the process and pursuit of fulfilling and accomplishing that goal, it is okay to benefit from the experience of what some might interpret to be failure or shortcoming, or unrealized potential.

So, I hope that this message is a source of encouragement to aspiring or developing game developers.  I continue to enjoy participation in this game jam and working on my project toward completion, even such as my project is with all its present limitations and as-of-yet unrefined aspects.  Thanks, and have a great day!

Progress update: I am currently creating a grid system module that will be at the heart of this game.  The pressure is on because there are only a few days remaining, but I am hoping to get this finished before the submission due date.  I have most of the graphics ready, and parts of the gameloop for user input are also done.  Once the grid system is established, then I have an idea how to make simple levels with a randomization factor that will create limited variety for new levels as the player progresses through the game.  Although the game is a simple concept and a very basic design (a paddle and ball game essentially, somewhat like Arkanoid but not as refined as that) there are a number of facets, or modules, to create and develop, even for such a simple game.

Progress update: I am narrowing down and filtering the features and functions of the grid system, to what this particular game project requires.  I was almost going to add features to the grid module that this project wouldn't even need or use.  That in itself (reducing the scope of the grid module to prevent "feature creep") is valuable experience in development for me: I must limit the scope of the modules I create to the requirements of the current project that they will be used in.  I can always add additional features, enhancements, modifications and revisions to a module later for future projects, if future projects happen to need additional features that the module in its current state does not have.

I am enjoying participation in this game jam, and I am excited to see what others produce as well!  It has been a number of years since I have booted up my Ouya console after it was abandoned and its support withdrawn, and it sure would be neat to revive its use now again.  Have a wonderful day!

Progress update: I've been working on it all day, but this is not looking promising to get it finished and uploaded before the deadline.  Maybe I can upload an HTML5 version initially (AppGameKit exports to both Android and HTML5, among other target platforms) for keyboard input, and then later upload an Android/Ouya version mapped to the controllers.  I've still got about 2 hours left... maybe I can do it yet, not sure at this point.

Progress update: I ran into a bug that threw a monkeywrench into the project.  I'm not going to finish the project in time now.  I intend to finish the project after the deadline instead.  It was so close to being playable too, but that bug was poor timing.  I would say I got about 85% done.  I will chalk this up to experience.  Hopefully next time I will be able to finish a project a few days before the gamejam closes.  Thanks for hosting this gamejam, and if you host another in the future I will most likely be interested in participating.