Monday, May 20, 2024

My Game is Too Big - Again

It's been a while since I've written. I wanted to release the game in a month but I didn't feel like it was ready. 

I've been dealing with a lot of anxiety issues which has been very frustrating. I was working really hard, but recently I chilled out to get my emotions under control. Now, I'm back to it. I pushed the game release back and that's basically really bad considering it's May and I haven't released anything this year. I need to put work out ASAP. 

So. I'm writing here again because I think I need a place to gather my thoughts. I think this was a healthy way of doing things. Helps me keep track of my decisions and look back on my progress.

So here's what I'm thinking 

  • I'm trying to build the steam page ASAP
    • I need it done so that I can have a place to funnel people to for marketing
    • The longer I wait to get it done, the longer the game will not be released (there's a review period etc) so it's a task that blocks. And I haven't done it before so it will take time
    • It will help me put a final date on the game to release if the store page actually exists
  • Here's the problems with that
    • Making screenshots and trailer, I feel like there isn't the variety that the game needs in order to look interesting. There is barely any content right now. I have thought I might just make a trailer / screenshots as best I can for now, but it won't represent the game the best as I intend to add content. Also, I will have to make another trailer / retake screenshots in the future as a result.
    • The UI is just ugly right now so it won't look appealing.
  • The game needs more content
    • There's only like 7 guns and 2 support weapons
    • The level up system is really weak and not fleshed out
    • There is NO progression unlock system
So... there's things that need to be done for the trailer and screenshots to look nice that need to be done regardless.

The thing is I really can't afford to push anything back. I need to get this done like ASAP. For real.

What if I ignore the steam page and marketing (beyond just reddit gifs or something) completely and just put my head down and get the game done for two weeks? And then I focus on making the steam page / marketing materials. And then for the two weeks that is required for the page to be "coming soon" I can focus on marketing and spinning up my next project.

I like that idea.

I do feel a little concerned, like I would like to be able to clean up / respond to feedback from people. But maybe, I can do that as it comes. I.e. I keep playtesting etc. and if there's bugs I fix them but I do not add new features at all. Unless there's like a particular threshold of interest.

Okay maybe I need some clear guidelines about when I'm going to take action on stuff.

Here's the idea:

  1. 2 weeks more work. Ends on June 1st. The core features are done. The artwork is done. The progression and saving systems are done. The game is ready for release.
    1. Is this realistic? What's left that has to be done?
      1. Add more weapons
        1. Associated artwork
      2. Add weapon upgrades
      3. Fix restarting and game over
      4. UI Improvement
      5. Progression system
      6. Drone / Sniper artwork
      7. Add armor etc. if applicable
      8. Add upgrades that are not weapons
      9. Store sorting
      10. Add logic for stratifying enemy types across waves
      11. Add enemy types
      12. Add basic in-game settings
      13. Add health bar stuff for player characters
      14. Healing for characters
      15. Clarify / balance / improve level up system
      16. Main Menu art
      17. Consolidate XP drops
      18. Change character names
      19. Bug fixes
    2. What if I try really fucking hard?
  2. Get the steam page done ASAP, definitely all the work I am doing myself by the first week of June. If capsule artist is taking time then that is acceptable.
  3. As the game page is up for two weeks, do my very best to market the game. Don't really lean into my next project yet, but just brainstorm ideas etc. But majority of work is completely focused on marketing as hard as possible and, depending on interest, responding to feedback.
    1. Depending on interest - I have no idea how much people are going to be interested in this game so it's hard to come up with a guideline for this one. I will figure this one out as I go.

Okay so I just played Lost Potato which was made by Blobfish in only a month. That's the kind of time frame I was shooting for and I think the game was well-executed... looking at that game, I realize the game I'm making now just isn't something you do in one month. For example. that game only has one progression item you can get. it's like a hat, or a mouth, or eyebrows, etc. That's the only thing you can equip on your potato. And through the game you can just level up your speed, etc. but that's all. So it's indeed very simple. And I am trying to make multiple ways to upgrade my dudes and it's a little too much. Can I cut features?

Okay. I am going to simply the level up feature.

What about the intended progression feature?
I'm thinking only equipment (weapons / support weapons / whatever else I add) for now
I need to clarify everything that is left to be done and get it fuckin done.





 

No comments:

Post a Comment

Continuing the Work

 I have been thinking a lot lately. This is a hard thing. There's only so little time... I'm just one person. I'm one person, wh...