The amazingness of Caligari

I am working on allot of things at once, as is my nature.

So, while I am still working on the chain broke (which is nearing its beta), I am also working on creating the world of the next project that i am making: “Frankie and Stein”.

“Frankie and Stein” is a continuation of a project I created in 2015, which at the time was a small visual novel.

This time the project will become a bit more involved, but it will still keep to the same basic principles as the original. Namely, allot of love for classic horror movies of the 1920’s.

I have started to watch some classic horror with that in mind and I have started with the classic “The cabinet of Dr. Caligari”, which is a surprisingly watchable movie for being almost 100 years old.

Update on development

one of the major problems with development, is the amount fo work that is required to make anything work.

Truly any and all things take a herculean amount of effort and no matter how many games you have made previously, you always end up under estimating the kind of work that is required of you.

That is why I have not been updating the blog in a couple of months, not because I have not been working (believe me, I have been working), but because the amount of work that I had ahead of me was kind of staggering.

I am happy to announce that I am almost ready with the beta of the game and while it is still somewhat boring, the game is looking up.

I have given myself 5 months to get from somewhat boring beta to amazing and fun release.

for now though, I just have to work and work and work until I have a finished game.

The Monsters of NGC

Last week I had the pleasure of going to the Nordic Game conference (NGC) and I had a great time.

I have been going to NGC for almost 5 years running and every time I have fun, so that it was a great experience did not surprise.

However, most of what you end up doing at these conferences is listening to talks or networking. So, when I was not networking (which was most of what I did while there) I was fidgeting with my notebook while listening to a talk.

I drew these monster for each talk that I attended, for what reason I cannot say. This was something to do while the talk was going on and honestly, it was pretty fun while I was doing it.

So I hope you enjoy these moster that were roaming around my head as I was roaming around NGC.

Made it to popular

so, a couple of days ago I uploaded the game that I made during the Nordic game jam called “I am Anna” to Newgrounds.com

While I know that this game is not my finest work (it was created during a game-jam), it did somehow end up on their popular games list, which I am kind of proud of.

Situations like this is why I love newgrounds as much as I do, not because they incentivise me to create games through good reviews (though I would be lying if I said that that sort of thing doesn’t help), but because they have such an awesome approach to community.

I have uploaded allot of games to newgrounds and because they make sure that people see the content that is added to the site, you end up with allot of views and some really awesome reviews.

Nordic Game jam

So, for those of you who have been following this dev blog, you will know that I went to Nordic game jam a couple of weeks back.

At the time I made myself a promise that I would put the game on the shelf for a couple of weeks before I played it again. I made the deal with myself that I would share the game if I found merit in the game when I played it once more and luckily I played it again and through “This is pretty OK”

So here is the game finally, I hope you enjoy it: http://www.newgrounds.com/portal/view/693008

need a pick me up?

 

So, I have reached the middle part of development, the part where I have s much development in front of me as I have left behind.

This is the part where the project is more or less in tatters and social engagement or just life have caused me to have less time fixing the mess that I have made.

At times like these you really only have you conviction and your commitment to the project to keep you going and that can lead to a feeling of general malaise.

I have something that eases the unease at times like these; a small tool which temporarily makes me feel a bit better. it is my emo playlist.

These are songs that help me feel better and let me know that it’s going to be ok, even if the whole project seems a bit hopeless.

These are some of the tracks:

the sound of silence

SO I haven’t been updating for a little while, I know.

This is not because I have been slacking off, it is simply because I have been somewhat busy going to and recuperating from a game jam situation.

Last weekend I went to “Nordic game Jam” which is one of the worlds largest game jams held in one single location. The idea at the jam is that you show up, you find a group, you make a game in 48 hours and then you enter it into a competition, to see how well you did.

suffice it to say, I did make a game and it did not win or even place in the top.

still, I had allot of fun and once I check out whether or not my game is worth anything, I will share it.

The challenge of simplicity

When I started The chain broke, I did so, knowing that I wanted to make something simple and easy to work with. Little did I know that simplicity is one of the most difficult thing to attain.

This is the problem with projects that are done well, they make everything seem effortless. I looked at projects like “Lara croft: go” or “Grow home” and thought, how hard can it be to get that style…

very hard as it turns out.

This mini rant on the complexities of simplicity comes on the back of a week where I have been doing nothing but trying to build a cantina for the game and failing miserably.

All of this griping should however not reflect on my want to finish the game. I am in this until the bitter end, sometimes it is just nice to vent.

The workspace of an indiedec

There are very few things that are as important to the creative process ad the surroundings in which you work. I dont know if that is a universally true, but it is true for me.

I have personally worked in allot of different environments; everything from an incubation environment to a School setting has been my workspace and i have loved most of them.

However, currently i am working in almost complete seclusion from home. I can’t say that this is my favorite way of working, but it is certainly the cheapest way of making a game.

Never the less, if i can afford an actual office in the future, i will jump at the opportunity!

unprepared for success

I want to state, at the start of this blog post, that I have no delusions of grandeur when it comes to “the chain broke”. I know that in all likelihood, this game will fall by the waysaide, as there are allot of indie titles that are released every day and allot of those are better than the game that I am working on.

In fact, I am pretty well prepared for this game to fizzle. I am prepared for the game to come out and be ignored by everyone but my friends and my family. I have made piece with the fact that simply finishing the game means that I have a succesfull title.

This, however, means that I have no idea how to handle myself if this turns out to be even moderately succesfull. In fact, I won’t be able to know what to do, if people actually start paying attention to me and my work. I am, as the title states, completely unprepared for success.

The only thing that sates me currently is that fact that I probably won’t be succesfull. As it stands, I will sell a couple fo copies and then the game will wort of disappear into the either.