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How to Get Away with Making a Forty-Hour Game

Okay, okay, so maybe the title isn't accurate, but I couldn't think of anything wittier. ><

This isn't so much a game-development blog as a personal one, so please bear with me. I hope it is of some use to anyone who reads it, especially the ones who are struggling to finish their projects.

As I'm sitting here at my desk, as sick as a dog, trying to muster up the ability to type another blog after a month-long hiatus, I realised that something incredible had happened to me last night. And it drove me write this particular post.

It was something I hadn't felt since developing Enelysion late in 2014. It was as though a fire had been lit in my belly, and it was burning with that unmistakable feeling of euphoria that you can't explain. Even as I am sitting here at work, trying to get through another Friday, the burning passion that I had thought I had lost had come back to fuel my dormant creativity. In fact, I was ( or am so passionate ) that I found myself waking up at 5:30am, after having breakfast, to work on LoTL before leaving for work at 6:45. For the last month, I found myself doing this.

An unmistakable enthusiasm to work on, and create, my greatest work yet, and at this point in time, I didn't care how long it would take, nor did I care how many times it would take to refine LoTL. I wanted it to shine. No, I want it to shine. Every single day, without fail, do I picture the game's success. But only after many failures and adversity ( this includes toxic people ) will you succeed.

Thomas Edison once told a young boy after being questioned about his failures ( he tried close to TEN THOUSAND times to get the light bulb right): "Young man, I didn't fail 9,999 times, I discovered 9,999 ways not to invent the light bulb."

We could use the same analogy for our game development. Not that I'm saying to need to re-design and refine your game 9,999 times. Instead of trying to push our failures to one side, we should see them as opportunities to create an even better product. And this includes everything. You need to embrace the ugly and the beautiful on your journey as an indie-game developer. Take critique to the chin, be thankful for the people who have subscribed to your games ( I most definitely am, and the only way I can reward them is to give them a great game and good blogs ) and try to keep your head down and just work on your game. For me, this means staying away from the forums ( the actual forums, not the site itself ).

Think of your player-base as consumers, and you are providing them with a product. And we all want to deliver good customer service, right?

I discovered this myself when LoTL was in private testing ( it still is ), and not being one to dismiss criticism, I simply accepted it and went straight back to the drawing board. The mark of a true developer is the one who turns their failures into their strength, not the one who shies away from it and tries to brush it under the rug.

I most certainly wouldn't have become the dev I am today had I not listened to the feedback of others as early as mid-2012 ( I started RM'ing in 2009 ). While at the moment my pixel art is average at the moment, I know I can still refine it into something better over time. Writing? The same thing, even if it means throwing all the game's dialogue into a Word document and editing it over time. And Dyhalto is a genius, if I say so myself. Gameplay? I'm happy to have Craze and Zeig on board to help me.

To the ones who ignore criticism, I am sorry to say this, but if your work remains a turd, don't bother to polish it. Move on and create something better. We all create balls-ups once in a while. I most certainly did.

There was another saying I came across while doing research ( and my research is not limited to reading articles about reverse-designing FF6 or reading up on Chrono Trigger and what made it great ) but rather, self-improvement articles that I found rather relevant to making our games.

"Fall in love with boredom."

This sound odd, but it reinforces the habit of repetition, kind of like picking up a graphics pen and drawing on a tablet. You'll only get better with constant practice. If you can't sit down every day day and work on your project, chances are you'll never complete it, or rather, you'll never improve upon it. Sitting down in front of your PC/laptop and opening up RPGMaker needs to become a habit if you ever wish to get better. Even if you can spend just 5 minutes on it. 5 minutes every day for 7 days a week give you half an hour of gam-mak. Progress! Well done! You've achieved something. Reward yourself for it.

And that's exactly how I will manage to pull off a forty-hour game by December 2017. I don't look at the 40 hour-long project and go, "Omg, I can't finish this, it will take too long! It's too big! And the pixel art will take forever!!" That in itself is probably a blog/article on itself that I will cover later on. Of course, I will spending far more than just five minutes every day on LoTL.

Expect a demo release around late June. =) Six hours of political intrigue, false identities and yuri. Of course there must be yuri. xD

Posts

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People are such a rarity, feedback is one of the best things to exist. Dismissing it is counterproductive xD. As you're saying, we do this to be played by others, what other way to know what others experience if it isn't by words? And best if you can see them play (I enjoyed myself watching my mother playing my game, though surely I had to help her often, but I made out quite a list of things to improve after that).

Learning can become addictive too, I think. One of the biggest pleasures is to feel you're improving at something! I feel kind of happy nowadays, because I've learned a lot these months, I've started to really feel I'm improving my game with small details I always felt were missing but couldn't figure what it was.

Nice blog :^D.
I was an author before trying my hand at game dev, so I understand the importance of feedback. Finally got something I like enough to show to the world, and I get next to no feedback. :c Still, looking forward to LotL, as I enjoyed Enelysion immensely.
Craze
why would i heal when i could equip a morningstar
15170
You really are great at handling criticism and responding with why something is, or how you plan to change it. Keep it up!
This is a good blog for people who don't know how to handle criticism.

I've honestly done this before, the last criticism I've gotten for my game struck me as something that was particularly insulting, so I ended up causing a giant argument. Managed to improve myself for next time when I showed many others the game and got harsh criticism in return. Simply say thank you, because they put some time out of their day to actually pay attention to your game and tell you what's up.

Unless it's nonsense, responding to criticism badly or calling it a waste of time (even if you're the one who asked them to do it) is not too good of an idea.
@orochii: I also prefer rapid feedback. Because the quicker you get feedback from players, the easier it is to improve your work. That's why I prefer private testing with only three testers and myself. =) And it is exciting to watch your skills improve over time with external input. Maybe I'll ask you for some pointers on pixel art in the future xD ( since I love the look of Dreikor's stuff ).

@squallstorm: Ever heard of 'ten years of silence?' =) Apparently even the most gifted artists and musicians took up to a decade to produce something of worth. So don't feel too bad. I get down when I don't receive feedback. Which is why I'm wary about releasing a new demo ( I got next to no feedback from the last release of LoTL earlier this year :/ ). I'll have to be RM'ing by at least 2019 to have a decade of gam-mak behind me. xD And I'm glad you enjoyed Enelysion. I still have future dreams for that game...

@Craze: Thanks to you and my other testers. :D

@Fury: Yes, I remember that review all too well. Hopefully you've gotten better since then. =)

Now that I look at this blog in retrospect, it would have worked better as an article. Because I don't feel like typing up another blog post to show how LoTL is progressing, here are some new-ish screens.




I wonder if I should really axe those FE edits... But they fit in with the game so well. >< And I have enough graphical work on my plate already.

Don't toss those just yet! They look pretty good so far.
Luchi, you're probably right. It took me ten years of writing before I posted something that got me anyway and now a lot of writers come to me for advice, so, yes, I completely understand.

Enelysion was probably what got me to redouble my efforts and actually make something worthwhile. You taught me that maps don't need parallax and the importance of lighting effects. You've been a huge inspiration for me and probably countless others. I really am looking forward to LotL.
@squallstorm: I wouldn't mind having you as a proof-reader, if that's the case. =) I mean, I could use another tester...

I'm wondering... Is 6.5 - 7 hours too long for a demo? It consists of the Prologue and ends off at Chapter One (with a bit of a cliffhanger). While people don't necessarily rate demos, LoTL's prologue and first chapter is almost as long as Volume One of Enelysion, which received a fair number of reviews before it was completed ( most notably by nhubi and Addit ).

Playable characters will include, apart from Tristian and Ianna; Tristian's alter ego Ira (a dual-wielding swordswoman, and the game's sole lightning bruiser), Striker (a balanced mercenary who uses axes), Darcy (your typical fragile speedster, who becomes super useful despite her paltry ATK) and Lance (a soldier with good attack/some skills but poor speed). I've tried to avoid gimmicky/joke characters at all costs (since they're a pet peeve of mine).

I mean, it's one thing to make a long game, but it's also too easy to make said long game too boring ( I'm sure even AAA titles suffer from this ). And as an indie-developer, it's far easier for a potential player to put down your game and move on to the countless others that are available for free. But I think this I will save for another article in the future. I'm just rambling.
I don't think its too long. It just comes down to how you make use of those seven hours or so. I'm pushing for 20ish hours with Dream Chasers and that feels too long for me. I'm trying to have a lot of secrets and optional things for the devoted players.

Also I'd love to proof-read!
@sqaullstorm: Proof-read and beta-test? Since I'll be short of one tester soon. =)



Since mid-April, I've only managed to get another 45 minutes of gameplay done. Given that I've become borderline OCD with some aspects of the game, half of the time that has elapsed between April and now has been due to testing and rewriting scenes, tweaking gameplay etc. On the bright side, only 15 minutes to go until I hit the six hour mark. Goals, goals, goals. They make progress so much easier than working to deadlines.



Don't expect a demo ( if I can call it that, since it's so lengthy ) until late August-early September though.
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