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Plan for Jay Barnson
| Name: | Jay Barnson | ![]() |
|---|---|---|
| Date Posted: | Apr 06, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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Blog post
A Game In A Week - HACKENSLASH, the RPG!

One Man. One Week. No Engine. No Budget. IT CAN BE DONE.
I still don't have the full "diary" ready yet - but here's the quick-and-dirty on Hackenslash - the latest (but definitely not greatest) product from Rampant Games. Available Absolutely Free, and worth every penny! You can download it and ... well, hopefully enjoy it, though I'm making no promises, at:
www.rampantgames.com/hackenslash.html

As I recounted in a previous blog, Tom Bampton challenged me in a thread to put my money where my mouth was. I decided that trying to make a game in only ONE WEEK (which I defined as 40 hours of dev time - a traditional work-week), starting from square one with no pre-existing engine, and no budget (and no pre-owned software tools that actually, you know, cost money) wasn't hard enough.
So I decided to fly in the face of conventional wisdom that indies can't do RPGs (Josh Ritter's fascinating project, and Spiderweb Software's incredibly successful games notwithstanding), and make in an RPG. Arguably one of the most complex kinds of games you can make.
Of course, I went for bare-bones ultra-simplified 2D gameplay. In spite of that, it was still pretty dang complex. In the end, there are several features that I *coulda, shoulda* done if I only had a few more hours. There's no sound, and my brother even whipped out some music tracks for use with the game. I have a vestigal quest-system in there that never got used (instead it's pretty much a level-treadmill game... see how far you can go before you die). I had some really nice complex logic for room features that were only used to a fraction of their potential. There's only one monster, and it would have been EASY (but a little time-consuming) to throw together a dozen or so. Some of the skills didn't end up getting used (I had to get rid of the merchant at the end for lack of time, so the Haggle skill is useless). There's a whole structure in place for doors separating portals that isn't used. And secret doors and hidden items - that would take only about 30 more minutes to complete... most of the logic is already in there. And the monster movement is buggy. And there are only six rooms in the dungeon (give me an hour and I could triple this number! With cool features!) And it would only take about 30 more minutes to finish the monster spellcasting. And we won't begin to talk about the complete lack of play-balancing. Or testing.
And...
And...
And...

But it's a game. And it's an entertaining diversion for a few minutes. And there's a lot of things that went into it that I'm proud of. For example:
* You can bribe monsters - sometimes it's your best defense (especially against multiple opponents). I really wanted to add some kind of non-combat element to the game. Of course, if your Negotiate skill sucks or you offer too little money, they'll get offended.
* I added random treasure generation - so you can have all kinds of different kinds of equipment with different magical effects. Mix and Match!
* I ended up with 5 spells at 4 power-levels each. I hate games where spellcasting is weak and very limited. Unfortunately, it's probably a little overpowered in this game.
* The entire game was written in Python, a free language. I used PyGame for graphics and input - which is in itself a Python binding for SDL. I used "py2exe" (and a lot of swear words) to compile the game into this distribution, so that you don't need to install Python to play it. And of course, all these tools are FREE and available over the Internet.
* Graphics were done in The GiMP, an open-source graphics package.
* Some of the graphics (particularly floors and walls) were obtained from free-texture sites like Toob's Tiled Textures and Mayang's Free Textures. In most cases I had to do a lot of editing in GiMP to make them work for the game, which took a surprising amount of time.
* The game includes some other RPG conventions like trapped chests, leveling up, resting to regain health (only available in the starting room up the stairs).
* I actually spilled over 40 hours by a few minutes. And I didn't include time I spent documenting what I was doing, nor did I include time spent packaging up this game for distribution (which was a learning experience by itself) or fixing some of the crash bugs I found while getting it ready to distribute.
Some lessons learned:
#1 - I always underestimate the amount of time it takes to create art assets. Maybe it's because I suck and I'm not content with the type of stick-figure art I actually COULD do quickly. If I had an artist helping out, I could have saved myself a good 6 hours or so for finishing up the tons of features that are only half-implemented
#2 - I imagined an XML-style, data-driven means of generating game content. That didn't happen. If I was doing it over... well, if I was doing it over and didn't HAVE the 40 hour time limit, I'd spend a lot more time on that working on at least a rudimentary editor.
#3 - I ended up completely scrapping some of the interfaces because I realized they were useless and annoying. For example, I used to have two menus to pick up an object - one to attempt to pick it up, and then another to ask you if you wanted to replace your currently equipped item with this one, or simply 'cash it in'. That's an extra level of clicking that's just annoying - better to put all the options up-front and keep the menus as shallow as possible. Put the brains in the UI where possible, rather than forcing the player to tell the dumb computer what to do.
#4 - It takes longer and longer to code each new thing than the thing before it. Yeah, I already knew this rule. But simply making sure a new system works well with everything else that came before it is a chore that really slows down development on a larger game.
#5 - I waste a hell of a lot of time when I'm developing. I was very scrupulous about only timing myself when I was actually coding - any break I took more than about 10 minutes was not counted. So as a result I had an almost IDEAL 40 hours in which to do this. But I discovered how little "real" work I get done in an evening, with time spent surfing the 'Net, answering email, playing a quick round of Unreal Tournament 2004 or Orbz, and whatnot. I was aghast one night when I realized I had only gotten about 2 hours of work done in over four hours. Of course, some of that time was spent documenting, which was important (more on that later), but certainly not the bulk of it.
#6 - Python rules
#7 - Murphy's Law will conspire against you to totally kill productivity and opportunity on the one weekend you intended to devote a great deal of time to a project.
#8 - A feature-full engine is NOT ESSENTIAL for game development. It can be done from scratch - it just takes effort and no-how. However, a solid engine like Torque2D would have REALLY helped speed development, I think.
#9 - 40 hours isn't that much time. Really... a game-in-a-day is only 24 (assuming full productivity), so 40 hours for one guy is about like 2 guys doing a GID. Of course, I coulda done the Electronic Arts thing and just expanded the work-week up to 60 hours (or more)... but dang, what would have been the point?
#10 - Being an indie, and having the freedom to just do something like this on a whim "because it's cool" just plain ROCKS!!!!
Anyway - if you are interested in trying out this game --- well, don't expect much. But the link is here:
www.rampantgames.com/hackenslash.html
Enjoy. And let's see more people whip out a game in 40 hours.
Jay Barnson
Rampant Games
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Submit your own resources!| Benjamin Bradley (Apr 06, 2005 at 06:02 GMT) |
| Jeremy Alessi (Apr 06, 2005 at 06:11 GMT) |
| Joshua Dallman (Apr 06, 2005 at 06:55 GMT) |
very impressive for only 168 hours of work -- seriously, I was surprised by the features and depth for something done so off the cuff and quickly. very cool.
| Jay Barnson (Apr 06, 2005 at 07:03 GMT) |
That "Ding" was, of course, a joke for the EQ fans. I've discovered that the term is being used even in the dice & paper RPG circles now.
Edited on Apr 06, 2005 07:04 GMT
| Matthew Langley (Apr 06, 2005 at 07:12 GMT) |
btw this is awesome!
Edited on Apr 06, 2005 07:12 GMT
| Tom Bampton (Apr 06, 2005 at 08:18 GMT) |
Nice work, looks like you've got a lot done :) I'll have a look at it a later when I've slept and can try it properly. Maybe it's worth spending another couple of hours and finishing off some of the features that you didn't have time to do, just for the sake of rounding off the game and using it as a marketing tool.
I've been thinking of a few ideas I'd quite like to prototype, so maybe its my turn when I shake this god damned evil cold.
Josh,
40 hours of work, not 168 :)
T.
| Teck Lee Tan (Apr 06, 2005 at 14:11 GMT) |
| Jay Barnson (Apr 06, 2005 at 14:37 GMT) |
Right - it was 40 hours, not 168. That was my definition of a "week" - 40 hours working on the thing. There was no way I was going to be able to take a whole solid week to work on this thing.
@Tom - after talking with Steve Taylor, he convinced me that the whole point of this was to show what can be done (on a budget of NOTHING, from scratch) in 40 hours. That's why I didn't fix anything but crash bugs after that 40-hour mark. As much as it pains me... because there are some bugs that are now painfully obvious that I didn't see earlier.
| Tom Cassiotis (Apr 06, 2005 at 20:04 GMT) |
From what I see from the screenshots you have been able to produce something that a lot of people would not think possible given the budget and time. Downloading now to experience first hand.
| Vashner (Apr 06, 2005 at 20:50 GMT) |
| Jay Barnson (Apr 06, 2005 at 22:06 GMT) |
You don't need money.
You don't need expensive tools.
You don't need tons of time.
You don't need a team of specialists.
You don't need ANYTHING to just jump in and start developing "real" games.
Sure, all these things are nice and can really HELP development. If I did this in Torque2D instead of Pygame + SDL, I could have probably gotten some things done faster. I could have had cool particle systems for my special effects. I wouldn't have had to work on the menu / UI system at ALL and could have used those 3-4 hours doing something cool with gameplay instead - like getting the monsters shooting spells at you like they were supposed to. Or getting those secret doors in. And the scaling and rotating of sprites would have been much cleaner, filtered, and smoother with 3D hardware support.
If I'd had an artist doing stuff for me, I could have had a dozen monsters in the game, MUCH better artwork, AND I would have had an extra six hours to work on gameplay - probably enough to have gotten in EVERYTHING I'd planned from the beginning.
So yeah - if you have money, friends to pitch in and do work for you, really nice tools, a great engine, and / or lots of time on your hands, GREAT! That really helps efficiency and raise the quality of your final product. But is any of that stopping you? No way!
| Tom Bampton (Apr 07, 2005 at 08:42 GMT) |
Yep, I understand that. However, you also have a bunch of code, a game and something that could be used as a game engine ... all things you didnt have before. That opens up new possibilities for future products and freebie games for marketing. This is a part of GID that is sometimes overlooked, but is just as valuable as everything else you get out of it. If you spend the extra few hours tidying it up and finishing it off, that's a game that you can use to draw visitors to Rampant Games and help get people playing and buying your other games. Taking it further doesnt mean you dont still have the game as it is now to show off as an example of what can be done in 40 hours starting from nothing. Obviously, only you can decide whether to take it further or not, and maybe it isnt worth doing, but it's definately worth entertaining the idea.
I like the "You don't need" write up. It sums up nicely the message that GID is trying to get across.
T.
T.
| Steve Taylor (Apr 07, 2005 at 19:38 GMT) |
I leveled up 3 or 4 times, found lots of tasty treasure, laughed several times, and enjoyed myself for a while. I'm absolutely amazed at how much content is working in this game, despite the obvious missing stuff like sound.
Good job!
-- Steve
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