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General Development log about my game making process

A topic by KrisseAappenaTuominen created Feb 25, 2023 Views: 700 Replies: 7
Viewing posts 1 to 5

Hello, other game developers and interested gamers!


I already write devlogs on product game pages when I publish drafts and finished games, and I also interact about this and that on the forum side. I felt a need to share my process of making my games. A general blog where I share what programs I use usually, and how I build games from the ideas. And maybe this way would start some kind of discussion, too. I am ready and willing to answer questions about games and game projects.


The general tools of my game-making process

As a tabletop game designer, artist, writer, and publisher, I gotta say that Notepad as a digital tool on smartphones and laptops is one of the tools I use more than a LOT.  For obvious reasons, I also use a lot of physical notepads and notebooks, too. I usually write certain kinds of ideas and sketches on certain notepads. For example, I draw maps on graph paper and write material for a certain project in a certain notebook. Or write and draw creature ideas on a notebook/-pad that is dedicated fully to creative creature-making ideas.

Tape, pens, scissors, paper, and glue are very handy when doing some things, literally, with my own hands. To me, especially, in fanzine style, it is a built-in thing to make the material on paper. I can always take photos of the material or scan it if needed. And then, do some magic with a computer, but I really love doing things with my hands. 

Some dice and cards are pretty handy randomizing tools and inspirational tools for creating things. Also handy to have some as stress-relievers. Also, there are tons of RPGs that use cards, dice, or dice and card, so, it is good to have those with you, so you can test your random tables and dice-throwing rules, using those.

Libre Office: Libre Office Writer and Libre Officer Calc, are also very often used for writing and calculating. 3D Paint is one of those tools that I happen to use regularly because it is easy to use, available almost everywhere, and you can use it on the net, too. 

I wanted to list these because I use them regularly among other tools, and I also, happen to like these. Simple free tools that are usually already even on library computers. I like to keep my life easy, simple, and carefree. At least, always, when it is possible.


Some things that I use when needed

I have used Rupert Spore’s Fictional Area Creation Tool https://rupert-spore.itch.io/fictional-area-creation-tool-fact ) as a writing prompt tool and as an inspiration sparkler. Pretty handy when You need something from the scratch, or you need some details fast.

I've also used Creature Feature All Dice Table by Jesse Galena and Thomas George as an inspiration ignition as part of my creative writing process. You can get yourself the latest copy of it (https://rexiconjesse.itch.io/creature-feature) on their creator page ( https://rexiconjesse.itch.io/ )

Since this is the first (b)log of my development writing texts, on the forum side, I shall not dare you to write more. I'm afraid, I might bore you dead.

To the next time!

Wishing,

Krisse Tuominen

https://krisseaappenatuominen.itch.io/

(1 edit)

Hello again, other game developers and interested gamers!

I continue writing my general development log about my process of game-making. In the first log text, I told you about the tools I generally use. This time I tell a little about what I've been doing lately here on itch.io on the jamming scene. Believe me or not, before I came to itch.io, I have not joined in any official gaming jam. I've jammed a lot as a musician, done a bit jamming as a comic book artist, and even done some brainstorming and gathering ideas sessions with fellow-minded RPG creators, but not a single game jam pre-itch.io.

As some of You might have noticed, I've joined a lot of jams, since I started using itch.io. In most cases, I have managed to make some kind of product in time and submit it in the jam. Sometimes it has been a game, sometimes it has been some kind of generator or another kind of tool, and sometimes it has been a first sketch. And of course, sometimes I have not been able to submit my project on time.  Sometimes I've nearly finished in time. And sometimes I have brainstormed, sketched, drafted, and done everything I could,  and still got nothing worth publishing. Or even, literally, just nothing.

Even when you really know how to make things happen and when you know what you're doing and you're perfectly capable of performing well on a given time, You might end with (almost) empty hands. Even when You get usable ideas and good enough sketches, you can end up with just no real progress. The nice part of this frustrating process of doing a lot of work and still being left empty-handed is that you probably still end up having something to grasp when the right time comes. At least, if you don't throw your idea scribble notes away. Because some ideas, mechanics, concepts, systems, and such, just need more time to be worked on.


 In my personal experience in many fields of art and entertainment, I have noticed that you never know how things go. Sometimes it is easy to write a lot in a short amount of time. Sometimes it takes unnervingly many months to be able to write a few lines that really are something usable. And therefore I've learned to write and draw things constantly and keep the material in notebooks, files, and sketchbooks. 

The basic key to getting things done in time or stretching the deadline is just to keep on doing things. Think actively about different ideas. Experiment and do things you don't usually do. And not giving up. Sometimes some projects just need more time. More thinking. More tweaking. Sometimes you need actively to test, try, and error, and then if not succeed, at least, have something to show to others. And nothing really keeps you a way to go back to your earlier drafts. Or to revise the already published product.

On the other hand. Sometimes you only need is to focus on what you have, and concentrate on making it the best version of it that you can make. Sometimes that the only thing you really need, is to cut off the unnecessary parts. Or on very rare occasions, the only necessary thing is just to decide that the product is ready and to let off of it.  I mean, sometimes it's hard to get anything done and sometimes there is no need to do anything anymore. You gotta finish the product someday, so why not today, if it's already more than ready and totally better than great enough?


Gotta say before I end this text, that I was not able to make my material for the Aro Jam in time. Did not make it with Graveyard Jam or Tarot Jam, either. But I cooked some half-baked ideas, some pretty fine ideas, sketches, concepts, and other thingies. And I shall try to do something out of that material. Totally feeling that I did not waste my time being on those jams. And maybe I can fit those ideas into some other jam. Probably shall do that. We'll see. At least, I am trying and doing something. And I will keep on doing that in the Future, too...

Wishing You all Great Jams and even Greater games!

(+1)

"Even when you really know how to make things happen and when you know what you're doing and you're perfectly capable of performing well on a given time, You might end with (almost) empty hands....."

I think this is an important part of the creative process. In my work, nothing is really ever 'finished', but just at the point where I am ready to let it go, maybe just for now, maybe forever.
-anth :)

Thanks for your wise words. It is exactly like that.

(1 edit)

Hello again, You nice game developers and interested gamers!

Licensed from FreePik.com

Before I go on my normal routine rambling ways, I just gotta say, I feel "More than Good" right now! <3  "Thank you for entering your project(s) into the Queer Games Bundle < 3", rings sweetly in my ears.  <3 The sweet sound of Queerdom *Smiles Glitteratily* <- That means that I sent an application to be part of the Queer Games Bundle, with certain RPGs, that I've made.

And I got another one coming before I can start doing my usual routine. So hold on to your seats. Something else is coming on your way. :-)  O'Hoy Ahoy Everybody!  I've released a revised Carpe Diem, Carp Briem RPG, to the free waters and it's now swimming on waves of the Internet. Go & surf the waves with the new and even better, Carpe Diem, Carp Briem <3 https://krisseaappenatuominen.itch.io/carpe-diem-carp-briem


Talking about the moments and seized moments. Unfortunately, I had that "pretty preachy day" yesterday and the day before. Some folks apparently want that every single RPG must be made using one mold. And if your game is something else, it is not even a game, or it is somehow sh*tty in another way. For some odd reason, those kinds of "preachy" peeps decided to comment on my games, in that "preaching the Right Way of RPGness" -way, on various platforms. It was two pretty irritating days. I honestly admit it, I did cry. Not a river or a pond, but I really did cry.

But never mind that, because today, I shook my feathers and thought, whatever, and kept doing things that pleases me. Which is reading, planning, writing, developing, reviewing, etc. roleplaying games. And gateway games, too. Also, walking, communicating in nice openminded discords, and talking and laughing with my friends and other Loved Ones. And now I have had a very Peachy day.

So, I gotta remind you all, that as a game designer, writer, artist, reviewer, publisher, or even a player, one of the most precious things is, your mind. Keep in mind that it is good to get enough sleep, enough rest, enough fun and laughter, and in general, to live your life. It is very important to remember to keep care of your Mental Health. 

After all, if our brain is foggy all the time or it otherwise does not function, it ain't nice. At least to me, my Brain is one of the most (if not the most) important tools that I do own. So all Good People Out There, remember to take care of your brain(s) and your Mental Health of yours. This is also a reminder to myself, too. I like to keep my mind in my head. And not out swimming ;-)

That's me(last year) in the lake on a lovely winter's day

Talking about swimming, I want You to know two things. The first one is that one of the things that keep my mind healthy is winter swimming. As pictured above. Yes, that is me in the picture. It was taken last year on our winter swimming trip after the training session in the gym. The second thing that I wanna tell ya, is about the Carpe Diem, Carp Briem game of mine. 

Now that the revised Carpe Diem, Carp Briem (or as the friends of the game call it, Carpe Briem) is out and about and swimming, I've started to sketch some ideas about forth-coming supplements for the game. Yeah, and Yes, I am planning some more material for the game. After all, it has gained so much love from all the people that have heard about the game, it would be very stupid not to plan something for the bright future of the game.

There are also other gaming titles and supplements that I am sketching, drafting, and planning. Especially, I am once again, taking part in cool game development jams on itch.io. As usual, I am trying to have fun with the game design. And not to stick to the most used and obvious ways to make games. I mean, life is way too short to think too much about what others want from me or from the game. It's a great game if it's a great game for me and for the people I am gaming with it. If it pleases others, too, that is more than great, but it is not the main focus of my design.

But yeah, this time I swam a bit in the dark waters and I babbled and raved on a lot, again. So it is time to tune out and say goodbyes!

C ya, next time!

wishes, Krisse Tuominen.

(+1)

"life is way too short to think too much about what others want from me or from the game"

I agree. If you do what you do honestly, then ultimately it makes no difference what anyone thinks, because what else can you do other than what you do?
- anth :)

thanx, mate <3

(3 edits)

Hellooha, Ahoy, O'Hoy, Hi, and Howdy, all You nice and Beautiful People Out There!

As a game artist, writer, developer, publisher, and such, You have to be able to take critique. And it is very handy if You can learn something from it and use it as fuel that you provide to your future projects to go Broooom. But, now comes The Important But, there is no need to take it up on your chin, when someone comes to give their unfair judgments on your work. It is just totally okay to state that as an artist you don't have to take sh*t, just because You published something.


It's one thing to give fair critiques and rate things in a reasonable manner. And another thing, give one point out of ten, just because you can. And that ain't cool at all. Giving bad reviews based solely on your own ignorance and your egoistic demands for every game to be made out of a single mold, is pointless and rude.

I mean, there is a reason why I don't go to the motorcycle forums/product pages to rate them from the point of view of the bicycle rider who does not either own or ride a motorcycle. Because I got a reason, a rhyme, I can behave myself, I got manners and other nice things like that.

The same goes for the games. No reason to measure a game's Greatness with the scales of video games when it is a freeform TTRPG. Somehow there still are some people who act like they would not know any better. And then they go around sh*tting on the creators. That simply is not fair or reasonable.

But yeah. *ranting and panting* Wanted to say this about that, because these things matter. It is not good for our gaming community that there are way too many game designers, artists, etc., who are afraid to make and publish their games because unfair attacks against game makers make them way too scared. And that isn't cool at all. And it's a great loss for the gaming culture... So, please, treat people with respect, when you rate their games, ok? Thanks, in advance!

Wishing You all Great and the Best,

Krisse Tuominen.