For this week’s Thousander Club update:
Game Hours: 166.5 / 1000
Game Ideas: 432 / 1000
Target: 609
There are 26 days left until the deadline for entering a game in IGF 2007: Countdown to IGF 2007
This past week was another one spent mostly at my day job, and so all of my development happened on Saturday and Sunday. I probably could have spent a few more hours in development, but I let distractions get to me, the least of which was the five to ten minutes being tempted to learn Klingon while playing chess online. Thanks, cliffski! B-)
As suggested by others and my own thoughts after writing about porting physics code, I’ve decided to stop worrying about generalizing my engine too much. I will focus on making a Pong clone. I set August 18th as the date that I hope to have it finished, and I spent this past weekend working on creating some simple sprites for the game and designing some classes I would need for it to work. I already knew that if I wrote up a configuration file the way I think I would want to use it, I could code to make it work. I just never think to create other assets. Creating the graphics first helped me to focus my efforts, which allowed me to be efficient with my limited development time.
I’m a bit worried that I will miss the IGF 2007 submission date, but I believe that I can still make it with some serious effort. On the other hand, I haven’t finished a game since a Pac-man clone I did in QBasic in 1998. Is it unlikely that I can make even a slightly innovative game in less than a month?










At this point I would just give up on the current IGF deadline and focus on next year. Its best to submit your game when its ready for the IGF and not use IGF for a deadline. Yes 25 days is enough time to make a game from start to finish that can make it to the IGF, but is it likely… probably not.
If your goal is to make an innovative game that is fun to play in 30 days, I suggest you stop working on making a perfect engine and just start hacking. Take your top 5 or 10 game design ideas that you think can be done in a day or two and prototype them. You’ll have to basically pull a couple of LD48 style crunches in order to pull it off. Even if you don’t make IGF it might be a good idea to do it so you have a more clear idea of where your game is heading.
As a programmer with zero art skills, artwork alone will be a huge barrier to getting accepted. You can make it with simple or minimalist art if your game is really good, but I doubt you’ll make it with ugly art.
You might not care if your game actually has a chance of being a finalist, but in that case you still need to have a playable game with one “level” of content and minimal bugs if you don’t want to get disqualified. It still needs to feel like a solid product… Who knows, maybe you’ll prove me wrong at the next indie meetup :).
If I was Action I would suggest that you do something like give me the $100 for the IGF entry fee to be your personal game development\design productivity consultant.
Left by Impossible on August 14th, 2006