I’ve been thinking about the prototypes that I’ve made and that I haven’t really finished anything except that first flash game I made back in 2010. I am having trouble finishing projects. It might be that I feel like I’m not very good at making games, or that I just haven’t hit on an idea that I can maintain passion for long enough to get it done. I don’t know. But I think that taking the game a week challenge as outlined by Rami Ismail will help. It should help me get better at making games, and finishing them. With the project timeline being limited to one week I shouldn’t run out of steam before it’s done. It should also help me to develop a sense of what works in game design for which purpose, and what doesn’t.
I attended a local meeting of the Portland Area Game Developers Interest Group (PAGDIG) back when I first started at WSUV (late 2009 or early 2010) and there I met a man named Charles Berube. He gave me his card, but I didn’t keep in touch, I’m horrible at staying in touch with people. At the time he was in the midst of his own rapid game development challenge, and this was a few years before Rami Ismail’s Gamasutra post so I feel like this process has been circulating in the Indie communities for quite some time. Charles’ games are available at The Wasabi Project. I’ve been going through these games trying to extract the themes he was working from. Each one has an about section on its page, but they don’t explicitly list the themes the games are based on.
Adriel Wallick made a game a week for (almost) every week in 2014. Each game on her MsMinotaur blog is accompanied by a blog post outlining the idea, what went well, what went wrong, and what she learned. I like this approach as it requires the designer to think about the experience of making the game and what was finally produced critically. But reading through her blog I get the impression that she waited for inspiration each week to come up with an idea to start the week’s game. I would rather have a mechanism in place to provide a prompt from which to start a game each week.
In light of my resolve to make games that are focused on exploring the ways in which the medium can expand, amplify, and reflect human experiences I’ve begun to gather themes and prompts that I feel are a good starting point for thinking about the human experience. I plan to collect around 100 of these prompts, well over what is needed for a 52 week game-a-week cycle, and feed them into a hopper that will spit one out at random every week. I will still have to spend time thinking of an idea to fit the prompt, but this way I won’t have any of those “I don’t know what to make a game about” moments.
I want all the games I make for this purpose to run on the web without the need for a plugin, so an HTML5 engine would be ideal. I plan to look in to the Phaser engine over the next few days and make a couple of things in that engine to see if I can begin to work rapidly with it. I will also be looking for ways to generate sound and sprite assets quickly.
When I started writing this post I wasn’t sure if I wanted to start a game-a-week project, or for how long. Writing this post has helped me to solidify the idea and think through the costs and benefits as well as ways to mitigate some of the risks involved. I will spend the time that I have this week working on gathering themes, tools and resources and building a mechanism to deliver those themes weekly. I will also work on formalizing the questions I will ask myself after each project. I should be ready to get started on a game a week starting next Monday, August 24th.