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Monthly Archives: March 2011

Not Procrastinating!

As my head was pondering things related to games I realized that I haven’t touched my blog in a while (blame twitter) and even worse so my website hasn’t seen any updates in ages! Returning visitors interested in seeing my progress might just think I’m procrastinating! Since I consider myself a Faustian chap I had to quickly clarify the situation.

Some time in November: D4W

After a few months of experimenting Wajih and I finally buckled down one evening in our little apartment and began to brainstorm a series of small games we intend to make. A few months before that we got together and formed a small dev team (with a few of my colleagues internationally) that we dubbed D for W or simply D4W (think about it).

The brainstorming lasted well into the night and before we knew it we had a whopping 6 game ideas that we really wanted to implement. We decided to start with one and we’ve been on it since.

It was one of those projects that grew over time. We had a very simple idea and Wajih (the W of D4W) quickly set-out building the tools we were going to need and I set-out to coin the gameplay elements, assets, and pretty much everything else.

Early January: Uh-oh

There were a few problems and I sought to address them – conveniently at around the same time an opportunity presented itself to join the Imagine Cup. We were hesitant to join (and still are iffy about it) but while reading the topics of the competition it all fell into place perfectly and I unleashed a whirlwind of enthusiasm and changes. The story I had already thought of worked perfectly with the theme and so our game took form – a really good form. But it wasn’t all pleasant. Without giving too much away – we initially decided to do things in a certain way that would make our game a simple casual endeavor but remember that whirlwind of change and enthusiasm? Well that changed a lot and W went back and reworked the tools and a lot of problems surfaced.

I had my work cutout for me while W was fighting off index dragons! Things got horrendously stressful but we pulled through. A few weeks ago our tools were ready for development and I took flight developing a prototype level.

Today

The level is complete and an early prototype of our avatar was ready at the mere cost of a week of constant work and little sleep. We took our prototypes and showcased our technology to trusted eyes behind closed doors and the reception was great. We had our work cutout for us – the art needs a lot of polish, we need to start worrying about our presentation and things need to be really efficient.

Tomorrow?

We have another meeting at the end of this month that might change a few things. Once again our time is short and we are hacking away at it. Some sacrifices had to be made to gather a few more hours to work on the project but I think we will hit that deadline and hit well.

It also happens that March 31 is the deadline for the Games4Change competition award things (I’m not all too certain what they are exactly)… Since our game fits the category we might just join that.

 

What is the game exactly? Well, I don’t usually talk about things till we have something to show (usually a small teaser or trailer) but I can say this, it aims to do things a little differently. Our goal is to make a really fun game that we enjoy playing but at the same time make it globally available for people around the world and try, as best we can, to impact them and ultimately impact change.

Now, I need to get back to it so that’s all for now. You can follow me on twitter (@DanielLoony) if you would like to hear a few slips or find out how things are progressing. Until then, things may seem a bit stagnant on my site and blog.

 

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Posted by on 17/03/2011 in Development, Project Brogil