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Starting on a side project

Starting on a side project
Name:Anders Linder-Noren 
Date Posted:Jul 03, 2007
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Blog post
Well, I am making progress, and I am having a lot of fun. During one day, I have successfully started on a new game, pretty much finished the base game mechanics and added features and fixing bugs for the other game. I am not trying to show off, but putting it down in words makes it seem like a lot, especially for someone who has spent months doing absolutely nothing :)

Well, the title of the plan is "Planning something versus actually doing it". To break this down:

Planning something increases the chance that when you start on what you have planned, you do it right.

Actually doing something means that you throw planning out of the window, and starts coding like a programming droid.

Today, I was running into some problems in adding cracks to fall through in my maze game, which I have been working on for some time. Player passes the crack a couple of times, finally the crack opens and the player falls through, the level restarts. Not that complicated, but I managed to run into some problems none the less. It's pretty much fixed now, but that wasn't the point.

When I encountered the problems, and had spent about two hours trying all kinds of solutions, I fired up (insert online games directory here) and played some games, got stuck on one, thought about it for about five minutes, started working on it and had a working version up and running after five hours. Naturally, that means that it lacks sounds and graphics (unless you claim that rectangles of varying colors can be called graphics), but now I have something to work on when the mazegame is being a punk.


Looks familiar?

10 different car types with no animation needed, a backdrop, some interface and a logo... That pretty much sums up my art requirements for the game. Programming it won't be overwhelmingly difficult, it will mostly be the level design that will take my time. Sounds will be left to someone else, as will music. Some nifty particle effects like smog and such will also add a bit of atmosphere to the game. But of course, all of that lies long ahead of me, right now all I have is the game mechanics and some blocks on a screen ;)


Until next time,

Anders

Recent Blog Posts
List:07/10/07 - Preprogress of Taxi Traffic Jam
07/07/07 - Requesting your opinion on design and production values
07/03/07 - Starting on a side project
07/01/07 - Game and company progress
06/14/07 - Playing tetris and making progress
01/24/07 - Future yesterday, website today, TGB tomorrow
01/20/07 - Working on the website
01/06/07 - Long time, no blog

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Kenneth Donnelly   (Jul 03, 2007 at 17:50 GMT)
www.puzzles.com/products/rushhour.htm

Lots of fun. I spent about 3 hours solving puzzle after puzzle. I eventually finished all of them.
Edited on Jul 03, 2007 17:51 GMT

Anders Linder-Noren   (Jul 03, 2007 at 18:43 GMT)
Hopefully my game might end up being something for you then ;) And yeah, the original Rush Hour is great fun, I have one here at home hidden in a box somewhere, will come in handy when I'll begin with designing the levels.

Ajari Wilson   (Jul 05, 2007 at 13:51 GMT)
I remember seeing the Rush Hour games for the first time during the holidays. Looked like it could have been a lot of fun. Very simple concept. The gameplay is already there before you've even made the game. It should be pretty hard to mess this one up. If you can give this game a flashy presentation (great art, music, and sound) I don't see why this wouldn't do well in the casual gamer market.

Good luck.

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