{"author_name":"Psychochild","cat":"October Challenge 2010","comments":[],"epoch":1287590700,"likes":0,"metadata":{"p_key":"69097","p_author":"Psychochild","p_authorkey":"0","p_urlkey":"104900","p_title":"The Fae\u2019s Wyrd: The best laid plans","p_cat":"October Challenge 2010","p_event":"LD18","p_time":"1287590700","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":null,"us_name":null,"us_username":null,"event_start":"1282262400","event_key":"4","event_name":"LD18"},"text":"<p>(Cross-posted from: <a href=\"http:\/\/psychochild.org\/?p=1008\">my own blog<\/a>.)<\/p>\n <p>Time for another installment of the developer diaries.  When we last left our heroes, they had a plan: make an RPG, <i>The Fae&#8217;s Wyrd<\/i>, in a month.  This is the part where the plan goes off the rails.<br \/>\n <span id=\"more-28442\"><\/span><\/p>\n <h2>Everything takes longer than you expect<\/h2>\n <p>I knew making an RPG in a month was crazy.  I think most people understand that on an intellectual level.  But, it&#8217;s different when you&#8217;re in the middle of it and you&#8217;re up to your neck in it.  Looking at that TODO list, which seems to be growing every time to realize another hole in the design, is daunting.  I wanted to get the basic infrastructure done last week, then spend this week adding the content.  Next week would be polish, candy, and rainbows.<\/p>\n <p>I&#8217;m not horribly off-schedule yet, but every day counts when you&#8217;re trying to do something in a month.  I&#8217;ve gotten a lot done, but the code is largely untested since Dave has been slow getting the display and interface code done (more on that in a minute).  I&#8217;m pretty sure the gameplay code does what I want, but I was hoping to test it as I went along.  In retrospect, I probably should have written some simple test harnesses to make sure things work as I expected them to.<\/p>\n <p>The other issue I&#8217;m grappling with is how future-proof I want to make my code.  For example, in <a href=\"http:\/\/psychochild.org\/?p=933\">the full design<\/a> spells can take multiple types of mana from the four basic elements (Fire, Air, Earth, Water).  For this initial game, I&#8217;ve simplified the spells down to 8 that take only one mana to cast (4 light magic, 4 dark magic).  But, in the spell casting mechanics, should I use this assumption that there will only be one point of mana required, or do I assume a spell could have multiple mana points as a cost?  In general, I&#8217;ve tried to plan ahead with my code, but I suspect that has contributed to me being late.<\/p>\n <h2>&#8220;Life is what happens to you while you&#8217;re busy making other plans.&#8221;<\/h2>\n <p>I&#8217;m not a huge Beatles fan, but I do enjoy that quote from John Lennon.<\/p>\n <p>So what about that wacky French Canadian working with me?  Foolishly, he decided to <a href=\"http:\/\/www.over00.com\/?p=991\">make some personal games<\/a> in addition the crazy task of making an RPG in a month.  Obviously he&#8217;s insane enough to fit in the company.<\/p>\n <p>The problem is that another of his single-player games has been demanding some of his time even though he had finished it.  The good news is that he found a sponsor for a game, and has officially made $100.  Hooray!  Not a huge amount of money, but it&#8217;s an important step.  The bad news is that he then spent a lot of time customizing the game for the sponsor.  It was only a matter of adding a sponsor logo and a few buttons to go to the sponsor&#8217;s site, but it was new territory for Dave and took some time.  On top of that, the sponsor provided assets that didn&#8217;t work well in our development environment.  Instead of splashing out money for the Flash authoring tool (or, worse, pirating it), we&#8217;re using the free tool <a href=\"http:\/\/www.flashdevelop.org\/\">FlashDevelop<\/a>.  It&#8217;s a great program and I highly recommend it, but it&#8217;s not quite as easy to use when doing things like embedding .SWF files into your project.  I&#8217;ll let Dave post about the technical details, since I only know them secondhand.  Needless to say, this ate up a few nights of his time, so his side of the work has fallen behind as well.  On the bright side, he&#8217;s expanded his skill set and if we need to do this on future projects he&#8217;s going to be better able to handle it.<\/p>\n <h2>Changes in business<\/h2>\n <p>So, as you might remember, part of the reason we&#8217;re doing an RPG in a month is for <a href=\"http:\/\/www.ludumdare.com\/compo\/2010\/09\/22\/povs-challenge-make-a-game-sell-1-copy\/\">a game development challenge<\/a>.  The important part of the challenge is to make money (&#8220;sell 1 copy&#8221;) of the game.  Our goal was to use the wonderful <a href=\"http:\/\/www.flashgamelicense.com\/\">FlashGameLicense.com<\/a> to find a sponsor.  We accepted that this might take longer than the end of the month, but it seemed to be the best way.<\/p>\n <p>But, then Dave found a blog post from a Flash developer entitled <a href=\"http:\/\/flashgamemaker.com\/2010\/10\/14\/flash-game-sponsorship-dead\/\">Flash game sponsorship dead?<\/a>  In the post, a rather experienced developer explains the trials and tribulations faced in trying to find exclusive sponsors for relatively high-end games.  Dave had experienced something similar with his first game, a wonderful, Halloween appropriate, zombie-themed game that fits within the world of his brower MMO <a href=\"http:\/\/golemizer.com\"><i>Golemizer<\/i><\/a>.  He has what I think is fairly original gameplay and it&#8217;s a lot of fun, even if he uses the same type of sprites as from his game (meaning, not lush original art).  But, while his game seemed to get a fair amount of attention and plays from potential sponsors, in the end the best bid was $100 for a non-exclusive sponsor.<\/p>\n <p>Now, maybe there are extenuating circumstances here.  Maybe the original poster having trouble finding a sponsor has upset too many potential sponsors.  Maybe the game isn&#8217;t striking the right chord with potential sponsors.  Maybe Dave was having some problems since he was a new and unknown quantity.  Or, perhaps the market has changed and big-ticket exclusive sponsorships are a thing of the past.  At any rate, it&#8217;s another concern to note as we go forward.  In the long term, however, I definitely want to get back into MMOs, and I understand the business models for those games a lot more than I understand them for sponsoring single-player Flash games.<\/p>\n <h2>About the artists<\/h2>\n <p>Not much to report on the art side of the game. They&#8217;ve produced some great work and it&#8217;s helping the game come together.  The art schedule is proceeding according to the original plan, but there are always little, &#8220;Oh, we also need&#8230;&#8221; situations arising.  Although one of the artists is taking some night classes and the other has a part-time job with unpredictable demands, which is keeping both of them busy.  But, I think that the art portion of the project is going smoother than the programming.<\/p>\n <h2>Will our heroes make it?<\/h2>\n <p>We still have a week and a half left of this month.  I think we&#8217;re not going to make the literal requirement for the competition: finish and sell a game by the end of the month.  I think it&#8217;s possible we&#8217;ll finish the game by the end of the month, assuming Dave doesn&#8217;t have to make more changes to an existing game and focuses on this project! \ud83d\ude09  This game is interesting enough to me that I think we&#8217;ll finish it release it even if we miss the deadline, but it might be something you see in the next few months instead of the next few weeks.<\/p>\n <p>Taking a look at the current situation, I see the biggest specific risks as being: bugs in the existing code, having a surprise art requirement, and just not finishing the code in time for the deadline.<\/p>\n <p>As always, feel free to ask questions or post them <a href=\"http:\/\/psychochild.org\/?p=1008#postcomment\">on my blog&#8217;s comments<\/a>.  I&#8217;ll answer if I&#8217;m not too busy debugging or harassing Dave to get work done. <img src=\"http:\/\/ludumdare.com\/compo\/wp-includes\/images\/smilies\/simple-smile.png\" alt=\":)\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/psychoavatar\/\" rel=\"tag\">psychoavatar<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/psychoavatar-games\/\" rel=\"tag\">psychoavatar games<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/the-faes-wyrd\/\" rel=\"tag\">the faes wyrd<\/a><\/p>","time":"October 20th, 2010 11:05 am","title":"The Fae\u2019s Wyrd: The best laid plans"}