Previous: The Impossible Dream #1 Oh, and yes, there's so much more to come.
Ground Rules
Mantra 1: The mechanic first, then the game.
It's no fun putting blood, sweat and tears into an unfun game. We structure the game around a solid mechanic - prototype first to find addictive key element(s) and elaborate. Tag is one key element we've identified.
Mantra 2: Build a game, not an engine.
I've seen a number of home and indie game projects go south stuck at the "let's build our engine" phase. Nothing overly general - we build into the code what we need to do the trick. I'm not saying there's no place for useful abstraction here, I'm saying that a general purpose rendering or game engine is not our goal.
Mantra 3: Fit the design to resources at hand.
Building an open world game at all is our first violation of this. Still, we need to embrace this reality instead of fighting it. Operating with restricted resources can force us to come up with creative solutions to problems we otherwise wouldn't have looked at. Of course, it may also prevent us from finishing anything ever.
Mantra 4: Don't underengineer or overengineer, but if you must choose one, underengineer.
Why? Because underengineering is easier to fix.
A Unflinching View
Let's start the impossible dream by looking, somewhat realistically, at our available resources and the strengths and weaknesses of our position.
Resources
Strengths
Weaknesses
Strategies
Make the most of our particular set of resources:
Tuesday, February 06, 2007
The Impossible Dream #2
Labels:
Essays,
Senzee,
The Impossible Dream
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Man, heck YES. I also am a registered Milkshape user.
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