Game Development Community

Plan for Dave Myers

by Dave Myers · 03/22/2005 (10:35 pm) · 2 comments



Wow, it has been too long since my last entry - one week. I have to get back on the horse with this blogging stuff, I'm letting it slide too much. I've just been crazy busy lately, and with spring coming on I know I soon will be outside many hours getting the lawn and landscaping in shape this year. So, basically, I'm screwed. ;)

Lumpy Games has a new website!

We just put up our website now at Lumpy Games and I'm pretty happy with the result. While I am prototyping game design for our first game and Nic is working on more technical (risky) features for the game, it seemed prudent to put my wife (our resident web guru) to work on the company website. I decided that we should theme the site to correspond with the topic of our first title. If you see anything funky while viewing it please shoot me an email at dave@lumpygames.com - I'd appreciate it.

A company website is one of those tasks that I have a hard time with. On the one hand, we need to focus on prototyping our first game and getting a head of steam. Putting up a website seems really low damned priority in comparison. On the other hand, there are good reasons to put one up. The first one that comes to mind is that it gives a sense of stability, not only for your team but for possible additions to your team. If you don't have a team site and you're talking to strangers about joining you to work for royalties (for instance), it's a tough sell. The second reason is that it is a base of operations for the rest of your efforts. We have a site now that we can direct people to in order to get the latest info on our game, for example.

I'm not sure I'm going to theme Mad Rantz the same as the rest of the site, as it's more of a personal blog than a company or designer blog. I do know that eventually we will have a design diary blog for the site, along with a newsletter. But first we need to knock out our prototype and solidify the game features before talking much publically about it.

Get yer prototyping on

I am very excited about this game idea, as it is deeper than the games I have worked on in the past. Prototyping is my favorite phase of game development, and I'm sure I'm not the only one. I like to personally write the code during this phase, or at the very least get in there and tweak the hell out of things and add game features. I love trying out different things in the game and see what strikes me as fun. When I play around with small games like Bethellowed it's very easy to try different mechanics. But when I think of games like SimCity or Civilization, I really wonder how long it too them to get those to a state where they said to themselves "Hey, we might have something here".

I definitely adhere to the philosophy that iterative prototyping is the path to finding the fun in a game. You add in a basic mechanic or two and then layer on things until you get that "a-ha" moment. I imagine that SimCity and its peers were created similarly. As I look at the list of things to put in our prototype I am feeling a bit concerned about the path to the fun and how long it will take. We are shooting for an early May version of a fun, playable prototype with programmer art. That seems a little bit aggressive (see above re: lawn/landscaping), but I know that I personally work better under a deadline. Here's hoping that the fun finds me as soon as possible! ;)

#1
03/23/2005 (12:06 am)
Yes, prototyping ... or as I call it codesketching is one of my favorite parts of development as well. Although it's also nice to see people having fun with a finished product ;)
#2
03/23/2005 (1:55 am)
Dave, as a fan of your work Ive been following your progress... and Im happy to see that things are picking up. I can't wait to see your latest.