During any given week, I have a Ke$ha moment, where I wake up in the morning to work on the ph-diddy. Every day I need to work on a large project, that I will still be working on at the end of the year, and every day I make sure I do something on it, even if it’s not amazing. This means I divide my day, every day, into chunks of time with goals to meet between various bits. I try to make sure I have lunch every day, for example.
This week, in AGDQ, I want to dedicate one block of time, each day, to live tweeting developing a game.I had a whole plan, because there’s normally a game jam, called GAMES MADE QUICK. This year, though, the point is to not make a game. It wants to be a take it easy game jam, with the idea that you make something. A level, an asset, a rulebook, a revision, something like that.
I was planning on doing this anyway, but with that in mind I’m going to do some dedicated, focused experiments in using an hour at a time on game development. One hour at a time – a goal that I have to do the play with the project, but put it down when I’m not.
Here are some rules, up front:
- I pick a start time and tweet that start with
- If I then fritter away the time in that hour doing nothing, or get interrupted, that’s it, RIP that time.
- I can work on existing game ideas or projects and that’s okay
- I can use that hour to do breakdowns of mechanics or things in another game I want to do something with
- One hour later I summarise what I did or looked at or experimented with.
Now, you might have seen some of this already (hi, future!). I don’t know how well I’m doing. It’s possible life has gotten in the way or these projects, but if we have, that’s a problem that we can accept and move on. This is a game jam that wants to be taken easily. What have we gotten up to? I don’t know, the Jam hasn’t started yet, I’m not doing anything until tomorrow, which is yesterday, because time is fake.
There are currently three game projects I am thinking I want to look at for these sprints, though, which I am writing down now so I can come back to this draft later:
- I have the cards and decks for the card game Die Rich done. What I don’t have is that game’s rulebook written. Worst, despite knowing that game pretty well when I started developing it, I’ve kind of forgotten bits, meaning I have to go back in time and try to reverse-engineer the way my own game design works.
- I want to make an upgrade to the game Burning Daylight, a game I love heaps but which I feel I rushed through because I was done with developing it. That’s super frustrating to deal with when the game has this powerful character to it I’m excited by.
- I have a few ideas for microgames, particularly a dice builder game (a competitive one and a cooperative one) and a worker placement game. I kind of like the idea of making a real-time dice roller that forces a sense of speed on players, here in speed week.
If you want to track my progress, and check out my daily sessions, this link will show me talking about it on twitter.