Rereading my last post put some things in perspective. Namely that my sights are set pretty high, and there's a lot of work to do over a long period of time. I'm aware of that, and I'm trying to keep myself grounded, but optimistically realistic. I'm not going to make the next Minecraft or Fez or Narbacular Drop, I probably won't have finished product by the end if the year, but maybe I can make a few extra dollars worth of beer money for a bit. I'm quite comfortable with that idea.
Keeping all this in mind, I'm trying to keep everything from here on out clear and focused. Mostly. Wiggle room is always nice to have. Anyway, I've narrowed my scope to 3 games, each with a specific plan of execution. None have names yet, but I'll be referring to them by their base parts until they do.
1) Racer - A 2d side-scrolling platformer, released as a mobile game. With a proper setup, level/character design should stay simple. Ideally released as a demo (limited number of maps, 3-5 maybe?) and full (possibly extra vehicles, many more maps, possible multiplayer support). If at all possible, no ads on either. The original draft of this idea was a sprite-based Java game, but Unity may prove to be better.
2) Space - A multi-phase game centered around the idea of space exploration. I intend for this one to be far more involved than the previous one, so it can't/won't happen until after I know I have a decent grasp at all of this. With the game itself, I plan on having a "logbook" of semi-random collectibles that occur during normal gameplay, and is ultimately viewed as a 2d map. The unfortunate thing is that I'd like to have real names & representations of established scifi/space related entities (The Enterprise, an X-Wing, etc), but I'm pretty sure there might be some legal issues there. While I don't mind the extra legwork of figuring that part out, I don't have a clue HOW to go about it. Like the previous game, this will be released as a mobile game. If I've figured out iOS stuff by then I'll certainly port it over. Barring that, a slightly longer term extension of the project is to redo parts of the game for a release on Steam.
3) Tower - This one is a labour of love, and I could wax poetically about for a long while. It's an open source clone of SimTower, written in C++ for pc. It'll be released online for free, probably through Github. Because of the nature of the project, I only really plan on working on it sporadically but I'll be more apt to discuss it and share some/all of the code as it happens. I've already started on this one a couple months ago, and it was delayed because of the Minecraft server. This will be the thing I go back to when I need to clear my head, and at all costs I'm determined to finish this one.
So that's it. That's the plan. Just make 3 completely different games, in different languages, from scratch, in their entirety, without spending any significant amount of money. No problem, right?
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