does it fit

I have been working on the game for a while and I have finally reached the final chapter of the development, which means I have to figure out what the inside of a massive AI looks like.

This is turning out to be more challenging than I thought it would be, as I have match something glossy with the rest of the game.

I am still working on it, trying to make the game make visual sense, but it is not as easy as one might think it would be.

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.

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 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 difficulties of worldbuilding

I have reached an interesting part in the development of “The chain broke” where I am going from answering how something is happening to why it’s happening. This might sound very arty farty (pun intended), but it really isn’t.

Up until this point I have been focussed on how the characters of my game survive given the circumstances under which they live and now I am going into explaining how those circumstances came about. I am, of cause, being purposefully vague here, because I want you to play the game and find out all of the gory details for your selves, but suffice it to say some stuff went down and now I am exploring just what happened.

Surprisingly, I am finding it a bit harder to define the why of everything, than I did the how. Creating the world after everything had gone down was, for whatever reason, quite a bit easier for me than I thought it would be, which is probably why I am struggling now.

However, I will not let that get me down, I have a game to make and damnit if I am not going to finish it.