I wish I still had a degree in rhymatology.

November 29th, 2005

Over the past week, I felt so motivated that I worked on TGTTPOACS at least once every day. I’m quite proud of the progress I’ve made. Unfortunately, since this week I literally have at least one assignment due for every one of my classes, I don’t think I’ll be able to make as much progress. Hopefully, I’ll feel just as motivated after the week is over…

Anyway, over at Scum and Miscellany, I’ve put up yet another Robert Frost pastiche, called “Road Not Taken Redux” (my first being “The Road: Not Taken?”). Both are, of course, based on “The Road Not Taken”.

But wait, there's more! »

Best birthday gift EVER.

November 23rd, 2005

Happy Birthday. To. Me.[1]

Well, would you look at that. I asked for Guybrush Threepwood jumping out of a cake for my birthday, and actually got it. Thank you, Erwin!

Footnotes:
  1. Originally posted at Adventure Developers, but it was so cute that I just HAD to repost it here.

Shameless Plug

November 17th, 2005

Well, I just played Nathan’s Second Chance, a nice little adventure game made by fellow SLUDGE developer Tim Knauf. I found it to be a real treat to play. It was funny, original, and not too long, and my name even appeared in the credits. What more could I possibly ask for?

The highlight of the entire game, for me, was being able to walk into the bathroom and hear peeing and flushing noises. Yes, I know I’m weird.

Teamwork in Amateur Game Development

November 14th, 2005

When people ask me why it takes so damn long for me to finish a game, and I tell them it’s because I’m doing it all by myself in my spare time, someone, on occasion, will ask me why I won’t gather a team with which to share the load. With a team, they argue, my game will not only be finished more quickly, but will also be better in terms of graphics, music, etc. After all, if I get a professional artist to draw for me and a professional musician to compose for me, I will end up with a professional-feeling game. Then, I’d be able to sell it and make millions of dollars[1] and all will live happily ever after.

But wait, there's more! »

Footnotes:
  1. I’m kidding. Honestly. It would be unrealistically optimistic for one to believe that an adventure game can sell millions of copies in the year 2005. Yes, it doesn’t matter if it’s the best adventure game ever; it still wouldn’t sell that well.

To the fellow amateur adventure game designers in the audience…

November 7th, 2005

Have you ever had those moments when you’ve looked over your puzzle designs from an eternity ago, and spontaneously decided that they made no sense, therefore provoking you to do a complete rewrite?

That just happened to me this weekend. I decided to cut out an entire section of TGTTPOACS involving diving under the sea to meet mermaids[1] as well as completely changing the puzzles of one of the four story paths to make it feel more like a detective game[2] .

The good news is, reinventing the wheel does a lot for me when it comes to being inspired. Now, if I can only find a way to effectively juggle game development between more midterms and other school-related work (eek!), all shall live happily ever after.

Footnotes:
  1. Although mermaids are amusing and quite giggle-worthy, this section of the game, I realised, was unnecessary to the overall story and would have involved way too much extra drawing and coding, which would mean more time until the game gets finished, and we wouldn’t want that, now would we?
  2. Yes, there’s a part in which you essentially get to play detective. Really. Cubert Badbone even makes a cameo appearance.