Short-er Flying Long Horse
Wednesday, July 18th, 2007So, as I mentioned previously I have been stalled overmuch in my practice lately, which has unfortunately meant that my progress with the Flying Long Horse game development have been shut down for a while. I am getting on top of my workload again finally and once again have come upon the semi-current challenge keeping things from moving forward smoothly (or at all! :-O) My previous method to deal with issues of work-stoppage and lapses in motivation was to parse the production down into baby-steps. Which, in most circumstances, would rock, and in fact kept me from overloading at the sheer amount of work “weighing down on me”.
After a bit of time dwelling on that shift, and working up those shortened objectives, I have come to the realisation that in many ways producing one level in a game too large for one person to reasonably do (at this time, at least) is fairly comparable to doing a small, one level game demo by itself.
So, I am shifting gears late in the game. It means shelving the Human Trap game development and coming up with a new, smaller game – but all of the graphic assets I have produced to date are still useable. Part of the justification for this move is that a smaller ‘demo’ game is more achievable and immediately useful in my portfolio. I still have the larger game design documents and can use them later on if resources become more readily available.
I still plan to do a demo similar to one of the level-puzzles from the original game design document. But the gist of the ‘story’ will be different and much more abbreviated.
So, here’s to progress – however slow and winding in its path. ;-)