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Last Life : dev-diary and lessons for amateurs

Started by February 11, 2009 08:30 AM
6 comments, last by Gallivan 16 years ago
-----Reposted from TGC, I noticed a few of the issues I encountered during this project popping up over here, so why not post and discuss? Hopefully someone will see this and learn from my experiences over the summer. ----- LAST LIFE http://www.katokarnage.com/last_life.html (site address updated - this is the right one now) Design & Programming by Max Vasey Artistic Design and Assets by Katie Grech Cinematics by Ellena Linden Original Music by Trav Jenkins So you’re the last of your species alive on the planet. But wait... You’re a plant. I’ve been studying video game design academically for a while now. I believe being able to actually complete a video game is an achievement well worth working for and if my background in film has taught me anything, it’s that creating art is all about making compromises. That said, how good you are as an artist is almost always measured by how well you deal with those compromises. Late last year, I went about organising a team of students to make a video game. The idea was one I had come up with on the fly only a few weeks before and as the summer holidays were coming up, I figured we’d have some time to get a feel for the project. Unfortunately, our team was short two key positions - programming and animation. As this situation didn’t look like changing in the near future, we pressed ahead without those positions filled. The result of that decision was that I had to do all the programming on my own, in darkbasic, with no animation and less than six months casual programming experience and still finish the project beta in under two months, ready for next trimester. It wasn’t any easier for the others in the group. We started out with six members and ended up with four. That’s one third of the workforce gone. Our second designer decided not to show any interest in the project and our second musician was overwhelmed by professional duties. Our modeler and artistic designer had to create all the in-game assets on her own, the cinematographer had to create all the cinematics on her own and the remaining musician had a whole bunch of catching up to do, again all on his own. This was the most ambitious video game project I’d done and to my knowledge, the only one any of us had ever worked on as a true production group. And after two months of hard work, we’re adding the finishing touches to the first beta release. We’re all exhausted, busy with paid life and ready to sleep for a week - so the shine of our product has certainly faded in our eyes; nonetheless, it is almost ready and will be available for beta testing 15th of February as planned. So check back then for the web page and download link! I’ve included some basic production screens so you can see the kind of process I used to make the game. Bear in mind that most of the mechanics simply couldn’t be planned in the design document because I had no idea how I was going to do them; I just wasn’t that experienced at programming. So I basically spent all my time learning intensively and finding workarounds for each of about a hundred separate problems. AI TESTS BUILDING TESTS NPC MODEL TESTS SCREEN TESTS ADVANCED GAMEPLAY TESTS The last thing we decided upon was the name of the game. We had been working under the title of ‘Melon Grow’ in an attempt to keep the project secret (which worked, incidentally) but finally decided on a full title of Last Life for the beta. What Did I Learn? Well the first thing I learned was how to program in darkbasic. Hell, how to program, period! I haven’t done any form of computer programming before. A couple of darkbasic tutorials at college and that’s it. So above all else, I learned how to work this language. And consider this - I’m still a novice, having only just scraped the surface. The other thing I learned was to do with teams. I’ve worked in teams all my life and I already know that the interest of the tradesman is nothing compared to the interest of the creator. It’s difficult to get working people enthusiastic about your idea, specially when you’re not paying them. If you’re gonna do a project like this, I’d suggest offering something more than a resume filler to your team members. Maybe aim for a specific competition or something. We were considering the possibility of GCAP later this year. Finally, morale. I’ve never been in a team where a member either cannot or will not do what is required of them - until now. It’s a horrible feeling and crushes morale throughout the entire group. We never truly bounced back from it. With the benefit of reflection, I’d advise this - if you have a team member who doesn’t appear to be working as hard as they need to, make them leave earlier rather than later AND find a replacement; if only to fill the void. Fixing the wounds is just as important as finding the hurt. So, I guess all we can do now is await the Feb 15th beta release date. As part of this beta, we’ll have two versions of this game for download; the first is just the compiled executable for play testing and the second is both the game and a selection of the source code. Out hope is that we'll get some outsider feedback from this material without keeping volunteer testers in the dark. So close to a finished beta, I can taste it! [Edited by - MachiniMax on September 28, 2009 8:07:01 PM]
Pretty cool. Use this line to make your images show up, instead of the IMG forum tags.

     <img src="yourimageurlhere">
[size="3"]Thrones Online - Tactical Turnbased RPG
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Will you compile it for Mac?
Thanks Konidias, was wondering what went wrong there. I know see it was me. Heh. All fixed.


JasRonq, releasing for Mac is something we haven't considered, mainly because we have absolutely no experience with Mac technology at all. However, now that you've brought it up, I'll look into what is required. Suggestions like these are why we're thankfully releasing on the 15th and not today ;) .


btw, you might consider a partial font redesign. I keep reading "LASO" and not "LAST" because of how curved around the 'T' is. May not be a big deal for the rest of the letters, but thats the title, it needs to be completely readable. Btw, compliments to the graphics person, thats a lot of good work in just two month, from what I can see here.
For something programmed in darkbasic in two months by a single person with limited prior programming experience, the visuals look pretty good going by just the screenshots. How it really looks and plays is something we'll see once you release the game, of course. Still, great job!

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I thought it was important to follow up on this thread. The beta is now finished (as finished as betas get, I suppose) and available for public testing. working with FileFactory for now, but if you know a better host then don't hesitate to chime in.


Download the game from the website here: http://www.katokarnage.com/last_life.html
(update the website address - this is the right one now)


So far, Last Life has generated most interest among students from my state. I can see how this applies to them most. I'd be delighted if you check this out and post your thoughts. We'd like to fix this up real tight for GCAP this year.



Enjoy!

[Edited by - MachiniMax on September 28, 2009 7:35:33 PM]
There's definitely a great theme going - hats off to all of you. I was a little confused about the gameplay though - do the roots collect water, how do I get the other flowers, what do ants do, etc?

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