Game Development Journal #2
Journal. 7.8.08
Wow. Getting there. Got the first ‘boss’ in the game. Got all of the levels put into the game. Got some of the gameplay in for each level. Almost all of the item functions work properly. There are maps for the levels. Almost everything works. Now it’s just a ton of adjusting and refining. And then, of course, creating all of the art and music assets.
Decided that in order to properly hype this game, I’m going to need a decent demo. It had always been in my plan to have a demo of the game, but today I started thinking about it analytically. In order to really show off what the game can do, I need to offer the players an opportunity to get a feel for the majority of the mechanics. Originally, I figured that I would offer the overworld and one level as the demo. Now I am thinking that I need to make it more focused.
I am thinking to offer only a small chunk of the overworld and a level unique from the game as a free mini-game with its own story. The advantages being: 1. player won’t get lost/confused, 2. It will be a satisfying, self-contained experience, 3. Can offer it on a TON of portals and locations for free. Perhaps even email a copy to friends to send out virally. 4. won’t conflict with any agreements I might make about releasing the game. 5. People like getting stuff for free. 6. I can release it before I have the game ready to be seen – Only need to create 30 or so backgrounds (as opposed to all 90 of the overworld backgrounds).
The down side is that this more content that needs to be designed and created. On the flip side, it could be pretty small content-wise, but still use all the goodies from the engine. Sigh… Now I’ll go and adjust my production schedule.
Hey – just realized that by the time most folks read this, they will have already played the demo. Right now, I am currently in the past. Weird. Reminds me of the time I slipped in the bathroom and came up with the idea for the Flex Capasitor.