Posted November 04, 2022 by Shackhal
#devtover #blog #game design #update
Hello everyone.
October has finished. And with it, Devtober 2022 has come to an end. It was a long time ago that I didn’t enter on a online gamejam by myself. Still, Devtober can’t be considered a gamejam by normal standards, but it was a good experience nonetheless. Now that is over, the rule states that I need to do a Post-mortem for the job done. So I will do it.
First, let’s talk about the context around the game.
Hoperay was made on Ludum Dare #23, some months after I entered to game development without prior knowledge. That was 10 years ago. Now, my skills are superior to that time, specially the art. And a few months I was thinking on the last time I made games. As my art portfolio went online, looking for freelance work, I saw that my games are not on par to my current skills, like a weak example of my abilities. So I wanted to change that.
Fortunately, in mid September I found about Devtober, so I decided to take part of it. Using it a way to polish my other skills and a first push to begin working on a remake/remaster of my games. That’s the reason I participated. And Hoperay was picked first for its legacy and its low content requirements.
The concept of the game is as follows: “A prototype spaceship fights against a single formidable foe, for Mankind’s future. One at a time”.
That’s it. The idea remained, but the design around it changed. Or we can say “it evolved”.
Hoperay ended up unfinished at the end fo the event. Around 75% of the tasks were not started, including UI Design and Graphical Assets. The game is playable, but it’s completely made using basic shapes. That’s how it looks right now:
It’s not decent yet.
So, did I failed Devtober? No. I only changed my approach.
The idea of Devtober is to identify our own work habits on Game dev and how to improve them or fix them. And find a balance to reach a state of disciplined work. So although the game was not uploaded to the game jam, its objective was reached. I found what I need to fix or improve: my time management. So that what I will do to be better.
First, the game will still be worked on. One objective I want to reach before this year ends is to finish it. It won’t be at the full scale I can imagine it right now (that will take me like 1.5 to 2 years at full work), but the basic scale to proof its concept. After that, the other games will be remade. Remember that my current goal right now is to have games that can show my skills with pride. And to get some art freelance work.
Second, I’ll keep adding new content to my blog. During October I kept posting new stuff almost daily and I found it fun in its own way. So I will keep doing it, but with less quantity. Fell free to visit it sometimes.
And lastly, but not least, I must define a schedule that works for me. And controlling it to not work too late.
That’s all for now. You will see me in my blog and Twitter. And when the game is almost ready, you will hear me here again.
See you later.