I have a document titled "Game Ideas 2012" that I use to keep track of game ideas that I have had so far this year as well as those of my artist, Ian Maclean. There are far more good ideas in that document that I can possibly work on, and I always want to start on two or three, with the current favorite depending on such factors as what mood I am in on a particular day. I only wish I had the time and resources to work on multiple projects.
This kind of analysis paralysis, as many of you will know, is extremely counterproductive. By prevaricating and procrastinating on which game to work on next, no work gets done at all.
So. In order not to just spin my wheels indefinitely I had to come up with a concrete plan. My last blog post actually provided some of the seeds for this plan, which I shall detail below.
The first part of the grand plan is to pick one of the game designs and flesh it out into a full plan. The second part of the plan is to start working on better PR. From my observations it seems that a game being good (or at least not terrible) isn't enough. I've seen good games fall by the wayside and not so good games go on to great success and all combinations thereof, examples being VVVVV, Hack Slash Loot, Cthulhu Saves the World, Magnetic Billiards, They Must Be Fed and Cave Story. I'll leave it as an exercise to the reader as to which game fits into which category.
So, without further ado, it's time to make a decision. Our next game is going to be an old school flick-screen platform adventure games along the lines of the old ZX Spectrum game Universal Hero.
|Universal Hero (ZX Spectrum)|
So - other news? Ian, the artist, liked my last blog post ranting about us describing ourselves as Gentlemen Game Developers(TM), that he ran with it, coming up with this awesome logo.
|"We're not indies, we're gentlemen game developers"|