Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Giving Clowns Hairstyle Options

In my previous report, I got the spine finished for my second Freshly Squeezed Entertainment project called Clown Alley Creator, a creativity tool about creating your own fun clowns.

I continued to build upon the work, focused on finishing the Gallery view and adding hair in the Creator mode.

Sprint 2024-6: Clown Faces

Completed:

  • Paginate gallery view
  • Create Clown Specific View
  • Delete clown
  • Create Hair & Make-up menu
  • Create hair option and submenu
  • Create clown preview hair cut-outs
  • Create Clown Specific View

As I said last time, I pretty much have everything in place that the player might do.

And yet, there is always something to enhance or improve.

For instance, the Gallery View allowed you to see 12 clowns at a time…but only the first 12 clowns.

So I added pagination in order to see more of them.

Clown Alley Creator - gallery view pagination

You may also notice that I added eyes to the clown faces. It was getting weird not having eyes, and while eventually I’ll let the player select eye options as well, for now it looks less strange.

Since you can add new clowns, you should be able to edit and remove clowns, so I added a close-up clown view with those options.

Clown Alley Creator - close-up clown view

Eventually you will be able to name your clowns and see that name instead of something like “Clown 6” in the title bar.

Editing just opens up the clown creator mode with the existing clown’s settings instead of a completely new clown. I’m very happy with how easy it was to do. In fact, I feel like this project has been surprisingly smooth sailing in terms of writing just enough code to not be wasting time while also writing good code that is easy to expand and extend.

Anyway, finally I added the hair menu. I had some concerns about how to actually implement hair. Clown hair/wigs can be quite wacky, extending quite a ways from the clown’s head, and I wasn’t sure how to approach it. Do I create separate sprites for the top and sides?

For now, I’ve created larger sprites. Basically, the head shape is one size, and the hair sprite is much larger, which allows for the hair to be fairly big if it has to be while also covering any part of the head that needs to be covered. Here are my mock-ups:

Clown Alley Creator - hair mock-ups

Clown Alley Creator - hair mock-ups

Clown Alley Creator - hair mock-ups

And here they are in the Gallery view:

Clown Alley Creator - clowns with different hairstyles in the Gallery

I ended the week getting started on the make-up menu, but I was also trying to figure out how to allow the player to customize colors for various options.

Clown Alley Creator - Hair & Make-up menu with Hair, Nose, and Make-up buttons

Clown Alley Creator - mock-up of color picker

Clown noses should not just come in red, and I think being able to choose primary and secondary colors for hair would be great, too.

But I feel like choosing colors is getting ahead of myself, so that’s on hold for the moment.

The biggest thing I’m trying to figure out is how to implement make-up. I’ve already decided to allow the player to do so in layers, which means making it clear which layer they are working on as well as the ordering of those layers. I mocked up this tabbed view, with the idea that you are currently selecting options for a given layer, and I think it should be intuitive that the layers are applied in order from top to bottom.

Clown Alley Creator - make-up menu mock-up with tabs

I need to do more work on this menu’s design. I expect it would be nice to move layers up and down, which means I need space for buttons to allow for it. I like buttons because expecting the player to know something like drag & drop is an option is harder to communicate, and I think too many modern UI elements are inexplicably hidden from the player, presumably to keep the interface looking cleaner or something.

It’s been a joy to see this project get more and more finished while at the same time feeling like it is always in a good state to be considered done. Last week you could customize noses for your clowns, and this week you can pick clown noses and hairstyles. Assuming I have time to work on the project as we head into the deepest parts of the holiday season, I expect to make it possible to choose make-up options in layers after this coming week, and after that point I’ll introduce color options. Each week, I’ve managed to make the game richer and fuller.

Of course, there is a difference between something being “technically” releasable and something being “marketable.” It is not unusual for projects to struggle with or even ignore being able to create a release until the very end of the schedule, so I feel really great about the way this project has been going.

I anticipated that December would be a slow month for me so part of my schedule assumes I’ll be working on these mock-ups and figuring out flows into January. Even so, I’m impressed with what I’ve put together in just the last couple of weeks. Soon after I’ll switch my focus to creating lots of options for each submenu, allowing a player to create potentially thousands of unique clowns using the existing menus. Then I’ll be polishing things up, testing things, and getting it ready for an official release.

Thanks for reading, and stay curious!

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Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: The Spine of the Game Is Done

Last time, I reported that I was focusing on getting a thin slice of work to create, load, and view the clown faces in my second Freshly Squeezed Entertainment project called Clown Alley Creator, a creativity tool about creating your own fun clowns.

I focused on creating the infrastructure to support this work.

Sprint 2024-5: Clown Faces

Completed:

  • Create nose option and submenu
  • Create Finish modal
  • Update Gallery View to show all loaded clowns
  • Create clown preview nose cut-outs

I had a fairly productive week, and I am very, very pleased to say that I finished making the game already.

Or at least the spine of the game.

What I mean is that the work I did this week cut across almost all aspects of the project.

As of today, you can start creating a new clown, choose from among a few customization options, then save the clown with those options, then view your creations in the clown alley gallery.

That’s pretty much the scope of this project. Anything else after is content and polish, with perhaps some extra features if I decide I have time for it.

Here’s a video that shows pretty much everything you can do in this game so far:

Now, you might think, “That’s it? You can’t say you are finished making the game yet!”

And you’d be right in that all you can do at the moment is pick from among four nose options. Clowns are more than red noses, obviously. While I could technically publish this, it would definitely feel unfinished and wrong to do so.

Clown Alley Creator - picking a nose

Clown Alley Creator - saving the clown

Clown Alley Creator - clown face gallery

But what else do I have to do? Adding more nose options is just adding more options to the existing menu. Adding color variations is just a different menu and a different variable to save and load. Creating better art is just replacing the existing art. And everything else from hair styles, skin colors, and make-up options are just variations of the same kind of work I’ve already solved.

Basically, instead of adding features and hoping it all comes together in the end like in many projects, I’m in a position of confidence that this project is always shippable from here on out. It just becomes a matter of how much I want to keep investing in it before I actually publish the game.

Now I still anticipate some challenges. Choosing mutually exclusive options such as clown noses is different from picking options that can layer on top of each other such as clown make-up. My code easily handles the former but would need to be changed to accommodate the latter. And I haven’t even touched on the UI problem of communicating to the player that these interfaces would behave differently.

But it is still early in the project’s schedule, and I have time to solve these problems.

Thanks for reading, and stay curious!

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Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Plans to Create Clown Faces

In my last report, I finished creating navigation menus, only to rethink the prioritization of my project’s tasks for my second Freshly Squeezed Entertainment project called Clown Alley Creator, a creativity tool about creating your own fun clowns.

I started this week by focusing on how to work on things differently to make it more likely that I can ship something in the six months I originally wanted to.

Sprint 2024-4: Clown Faces

Planned and incomplete:

  • Create Hair & Make-up menu
  • Create hair option and submenu
  • Create make-up option and submenu
  • Create nose option and submenu
  • Create Finish modal
  • Update Gallery View to show all loaded clowns
  • Create clown preview nose cut-outs

I did some rearranging of my backlog and created a subset of tasks much like how I described in my last report. I didn’t expect to actually get all of these things done in a single week, especially not in a week with a major family holiday such as Thanksgiving, but I did like that this list captures what needs to be in place for the spine of the project to be in place, something I can build upon.

Unfortunately, I decided to keep my high level features/tasks as-is rather than rewrite them to more accurately reflect what I was done. It’s not an issue to work within, but it is harder to report here because it looks like I got nothing done.

In reality, what I actively worked on and finished looked more like:

  • Create Hair & Make-up menu with only the Nose option
  • Create Nose submenu

My thinking was that while the entire subset above makes for a good spine, I can get there pretty quickly if I focus on the simplest thing. Rather than provide a bunch of hairstyles or make-up options, I could create a couple of noses.

So my big goal is to make it possible for the player to choose a custom nose from among at least two options, see that nose in the clown preview while doing so, save the clown with the chosen nose, and then see that clown in the gallery: a thin slice/spine for a game about creating clowns!

I imagine if I hadn’t traveled to see family and instead had a normal amount of productivity last week, I would have some better screenshots for you today.

Clown Alley Creator - Hair & Make-up menu

Clown Alley Creator - Nose submenu

Part of the reason for the lack of finished tasks is because I recognized the need for a way to define my menus better than simply hardcoding the buttons into place on each menu.

I originally was writing entire functions to create and setup each menu. It could work, but it is a lot of manual work that risks looking inconsistent from one menu to the next. Instead, I could write an algorithm to lay out the options in a reasonable way, which led to me wanting to make my menus a bit more data-driven.

So two major things came out of this past week’s efforts:

First, I made the menus more data-driven. The menu titles, the submenu titles, and the menu button options and their locations are defined somewhere, and when the menu is created, it is able to grab all of that data and put it together.

It still has some things that are hardcoded, though, but the point is that it does go through this indirection in a way that makes it easy for me to replace those hardcoded values with values that are defined separately.

And second, I think I keep relearning that sometimes the first step to abstracting and generalizing is to get something concrete in the place first. Having a nose submenu with actual nose options hardcoded into place would have informed how to generalize such a menu better than me trying to generalize it upfront.

Doing the generalizing upfront risks creating a tool that I feel stuck with or have to work around rather than one that feels useful and helpful.

Anyway, I will continue to work on the spine of creating a clown with saved options that I can preview and load.

And since we just started the last month of the year, I also need to remember that December is usually one of the least productive months for me (more family holidays, after all) and that I shouldn’t expect to get a full month’s worth of effort out of it. Getting that simple spine in place before the start of the next year will feel like a pretty big win, I think.

Thanks for reading, and stay curious!

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Game Design Game Development Geek / Technical Post-mortem

Freshly Squeezed Progress Report: Navigation Menus…and an Agile Course Correction

Last time, I reported that I had created some backgrounds and menus for my next Freshly Squeezed Entertainment project called Clown Alley Creator, a creativity tool about creating your own fun clowns.

I had fixed a defect in some of my oldest code and continued to work on the initial in-game menus this past week.

Sprint 2024-3: In-game Menus

Completed:

  • Create Gallery View menu
  • Create Clown Creator Mode general navigation button icons
  • Create Clown Creator mode general navigation menu

Started and incomplete:

  • Create clown preview cut-outs
  • Create clown preview in Creator mode

I mentioned the ButtonControl defect last time, but buttons now work in a much more intuitive and correct way:

Then I started creating the in-game menus. The Gallery View is currently very simple because there is nothing to put in the gallery yet. So I created a button to return to the Main Menu, and I created a button to start creating a new clown in the Clown Creator Mode.

Clown Alley Creator - Simple Gallery View

I worked on some infrastructure code related to menus and widgets, mainly so that the animated button widget I had created would function properly. Basically, I wanted any interactive buttons to periodically let the player know that they are interactive, so every few seconds they will grow and shrink.

Then I created the Clown Creator Mode navigation menus. Basically, creating a clown will involve going through a sequence of menus to choose options related to the head and body shape, wardrobe, shoes, and make-up and hair. When you get to the last menu, you can choose to finish the clown, which will allow you to name the clown and save it to your clown alley and see the clown in the Gallery View.

Clown Alley Creator - Creator Mode view

Eventually. For now, the menus are navigable, either by hitting the previous and next buttons at the bottom or by picking one of the menus along the right side:

I finished the week by starting to work on creating a Clown preview in the Creator Mode. The idea would be create a bunch of sprites that, when composed together, create a clown that might eventually be animated.

Saturday night I went to bed feeling good about how productive the week was.

Sunday morning I woke up and realized that I wasn’t approaching this project in a very Agile way.

What Do I Mean by “Agile”?

Agile has become one of those terms that mean wildly different things to different people, so I want to clarify what I mean.

Some people think “Agile” means some form of dysfunctional approach to running a software project in which certain awkward practices and processes take primacy over everything else, no matter how painful it is.

If it wasn’t clear, that is NOT what I am talking about. You might hear people call it Agile where you work, but it isn’t really Agile. It’s just your probably-large organization not actually figuring out how to apply Agile to their existing processes so they keep a lot of baggage and then blame Agile for it.

But I can complain about dysfunctional work practices all day. For now, I want to talk about how my own approach to this project might be a problem, and I’m kicking myself for not recognizing it sooner, but I’m also patting myself on the head because I saw it early enough in the project to make some changes that I can still benefit from.

When I think about “Agile” I like to think of it as approaching the work in a way that acknowledges that we don’t know what might happen in the future, in a way that allows us to change, add, or cut anything based on what we learn as we go.

I don’t know how long a feature might take to work on and complete. Taken to the extreme, it also means I don’t know how long the entire project might take to work on and complete. I may or may not get sick, or have someone in my family get hurt, and so I end up with a lot less capacity to work on the project.

What does all of that have to do with being “Agile”?

Well, imagine that I continue the work as I have been. Here is a sample of my current backlog of identified work items:

  • Create Clown Creator Mode general navigation button icons
  • Create Clown Creator mode general navigation menu
  • Create skin color menu options
  • Create Head option and submenu
  • Create Body option and submenu
  • Create Wardrobe menu
  • Update Clown Preview to display clothing in layers and colors
  • Create clown preview wardrobe cut-outs
  • Create Shoes menu
  • Create clown preview shoes cut-outs
  • Create Hair & Make-up menu
  • Create hair option and submenu
  • Create make-up option and submenu
  • Create clown preview hair cut-outs
  • Create clown preview make-up cut-outs
  • Create nose option and submenu
  • Create clown preview nose cut-outs
  • Create Finish modal
  • Save/Load individual clowns
  • Update Gallery View to show all loaded clowns

If I were to work on these items in this order, it would make sense in terms of the order of the menus. I would work on creating the skin color and head and body submenus in the Head & Body Menu, then I would work on the Wardrobe Menu, and so on.

And this might work out fine, but it introduces some risks. This is supposed to be a six month project, which means that new development needs to stop before that sixth month, so really I only have a handful of months to implement everything.

Let’s say hypothetically either I take too long to make the Shoes menu or otherwise need to stop working on the project shortly after that point. If I absolutely had to publish the game at that point, what would be the state of the project?

Well, it would be unfinished! There is an entire set of menus related to hair and make-up that would be completely missing, and to make it worse, you could still navigate to that empty menu!

In fact, you couldn’t save or load anything, so the Gallery is perpetually going to be empty even though it is the first place you go after hitting Play on the main menu. How confusing and awkward for the player!

Even if you think it would be fun to just create clowns that you couldn’t save or load, how fun could it be to create clowns without being able to do their make-up? When you think of clowns, you probably think of clown noses, hair, and make-up before you think about their clothing. And yet this game would ask you to make clowns and ask you to ignore the hair and face entirely.

In short, approaching the project in this way would limit how adaptable I could be in the future.

A more Agile approach?

Imagine if I approached the work differently.

There are many valid ways to do so, but let’s pretend that last week I didn’t work on the Creator Mode navigation menus but instead focused on the Hair & Make-up menu as the sole menu. That is, when the player enters Creator Mode, they are exclusively working on hair and make-up.

  • Create Hair & Make-up menu
  • Create hair option and submenu
  • Create make-up option and submenu
  • Create clown preview hair cut-outs
  • Create clown preview make-up cut-outs
  • Create nose option and submenu
  • Create clown preview nose cut-outs
  • Create Finish modal
  • Save/Load individual clowns
  • Update Gallery View to show all loaded clowns

With just this smaller subset of the backlog completed, what would the project look like?

Well, it would be more or less complete as a game. It wouldn’t have everything I wanted, obviously. Clown faces aren’t the same things as entire clowns. I would want to continue working on the project.

But there would be a strong spine in place: you could create clown faces, save them, and see them in the Gallery.

In fact, rather than have “Save/Load individual clowns” as a separate work item, I would instead make it part of the work of each menu. That is, “Create the hair option and submenu” would also have an associated “Save/Load player’s hair option” task. Each menu wouldn’t be considered done until I could make something real happen by using it.

And that’s a much more Agile approach. Instead of merely splitting up the work, I am thinking through how to ensure that whenever I finish some piece of work that the project as a whole is more finished.

I’ll repeat that, because I think the core reason for some of the dysfunctional approaches to work I’ve seen is that people don’t seem to understand this concept.

Instead of just splitting up a project into pieces and then working on those pieces, instead of hoping that by putting enough finished pieces together that they will eventually become an integrated whole (and more likely have extra work trying to make it actually integrated as a whole), I could approach each piece of work as contributing to the whole in an incremental and iterative way. I could create the spine of the project, then continually add more and more to the bones while both maintaining and building a functional whole the entire time.

You know, how Agile is supposed to be.

I can’t go back and change how I worked last week, and it would be silly to completely rip out the menus I already created, but I am going to take some time to rearrange my backlog so that I can build that spine sooner.

Thanks for reading, and stay curious!

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Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Backgrounds, Menus, and Plans

In my last report, I had started work on implementing my next Freshly Squeezed Entertainment project called Clown Alley Creator, a creativity tool.

I continued the initial work of the project.

Sprint 2024-2: Menus

Planned and complete:

  • Create a main menu

Unplanned and complete:

  • Create an exit menu

Unplanned and incomplete:

  • Create Gallery View menu

You know, reading the above, it makes it sound like I had a bunch of “unplanned” work, when really I just mean that at the start of the sprint I had identified only one set of tasks to work on and the rest were expected to be pulled in from my project backlog as I finished work.

I need a better way to report this progress.

Anyway, I finished the main menu work, which involved adding variations on the buttons so that they can be animated.

But I was unhappy with the background, and I ended up redoing it. It is still not great, but it is an improvement, and I like the look of the circus tent more.

Clown Alley Creator new title screen

The new font for the title looks great, too, and I decided to use it for the buttons as well.

Next up was sticking the landing and creating a background for the quit verification screen:

Clown Alley Creator quit verification screen

I liked the idea of the Quit button leading you to the Great Egress, which comes from a potentially apocryphal story about PT Barnum.

As you can see, I need to figure out a single art style. I’m kind of all over the place right now. Expect more iterations in the future.

About halfway through the week I needed to leave town for a family emergency. I was in the middle of working on the first in-game screen. Basically, you press the Play button, and it should take you to the Clown Gallery menu.

Unfortunately, other than creating the menu background, I hadn’t gotten to the actual menu options. So for this coming week I will add a button to return to the Main Menu and another button to Create a New Clown, which will take you to the Create a Clown set of menus.

This entire project is just a series of menus, so expect a lot of talk about menus and options.

I did discover that the code for a ButtonControl had a defect in it.

ButtonControl is some of the oldest code in GBLib, my bespoke collection of code I’ve built up over many years of refusing to use an existing game engine. It is based upon the concept of Immediate Mode GUIs, primarily from Jari Komppa’s imgui tutorials. Since my code was test-driven, it has a suite of unit tests, so I added a new test to capture the bug, which has to do with the button’s state getting reset from “active” to “hot” too fast, which explains why sometimes when you click a button that you don’t see it being pressed down.

I can’t believe I’ve ignored this issue for so long and across so many games, because it is a pretty obvious bug, but I suppose I’m paying a lot more attention to the game’s responsiveness to the player in recent years, and maybe this brand new project has almost nothing else to distract me from noticing it.

So expect that to be fixed, too.

Thanks for reading, and stay curious!

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Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Initializing a New Project

Last time, I reported that I was still designing and planning my next Freshly Squeezed Entertainment project, which will focus on clowns.

Since last week was the first full week of November, I wanted to get started on actual development while I still figured out the full project plan’s scope.

Sprint 2024-1: Pre-production and Initialization

Planned and complete:

  • Get a basic project building/running/quitting

Unplanned and complete:

  • Create a title screen

Unplanned and incomplete:

  • Create a main menu

As you may know or recall, I write all of my own code. I don’t have a game engine so much as decades of built-up layers of bespoke code that I use as building blocks for my projects.

Unfortunately, it means that each time I start a new project, I need to disentangle the old project to create a new project.

It’s not as messy as it sounds. I’ve already separated out some generic code into something called GBLib. And when it comes to the game-specific code, most of that goes into a directory called GameSpecific, so I can pretty much delete everything in there.

But unfortunately there is still a small part of the game-specific code that gets into what should probably be a more generic area, and THAT’s where most of the effort lies.

Which frankly was still pretty smooth, and I made notes to try to improve the situation so that next time it is even easier to start a new project. The main delays came from spending time on other priorities (there was an election to reel from, after all).

Once I got the project building and running, I had a functioning but ugly main menu (much of this code is the same between projects) with an otherwise blank screen, so the next thing was to create a title screen.

So I created a few thumbnails of how the main menu/title screen would look.

Clown Alley Creator title screen thumbnails

I liked the idea of being outside of a circus tent, so that when you hit the Play button, you are indicating that you want to go inside. Having posters and signs for the other buttons, such as Quit taking you to the Giant Egress, seemed more fun than random floating buttons.

Then I spent time on implementing one, and…well, I’m not happy with it.

Clown Alley Creator main menu with background image

I know I’m not an artist by trade, but I feel like my programmer art skills are better than this.

BUT! This background image doesn’t have to be the final product. I can always improve it later.

For now, I have a menu, and I have buttons for it, and I’d otherwise be done with the Main Menu task except that the buttons need to have a few variations so that they animate when hovered over or when pressed.

Otherwise, I spent part of Saturday updating my project plan’s backlog with all of the scope I could identify upfront. I periodically had to create more mock-up screens to help me figure out what that scope could be.

Clown creation mock-up screen for unnamed next project

Looking at my last two completed projects, I had identified over 100 different backlog items by the end. However, each of those projects took me longer than six months, so while it was helpful to look through those backlogs to see what kinds of things I should document for this project, such as tasks to create app icons and create ports and create ways for the player to toggle audio on and off, I also guessed that maybe around 50 items is likely doable in six months?

I don’t actually know. Some tasks are bigger than others, and I still need to estimate how big some of them are relative to each other. I don’t have some of the more complex features I was hoping for, such as the animation work I was investigating in the last few weeks, and I worry that even without them that it might still be too much for a six month project.

However, I am being mindful to front-load a lot of the core system and coding work in the first few months, with the expectation that later months are all about adding content. I expect this approach means that the project will be considered finished in six months no matter what, and the only unknown is how much or how little variety I can provide, plus how much animation the clowns might have.

Thanks for reading, and stay curious!

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Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Still Designing/Planning

In my last report, I said I had started working on my next Freshly Squeezed Entertainment project, which will focus on clowns.

I find myself struggling to strike a balance between trying to capture as much of the design and scope upfront as possible and accepting that I will never get it all upfront and so can make decisions and updates as the project continues and I learn more about it while building it.

I was hoping to have captured enough to get a head start in October, but now that the first full week of November is starting, I think I’ll start working on implementation.

Basically, I feel confident that the start of this project will be the same no matter what: I’ll be creating a title screen menu and get a basic project up and running (and shutting down).

So I can get started coding, but I still need to figure out the schedule in a lot more detail. It will help me identify what needs to be done, what can’t be done, and what might need to be changed.

Perhaps for future projects the design and schedule planning work should go into the project plan as well. Right now, I’m treating them as separate from the game’s actual development even though they are taking up time and are as much game development as any task I would have.

For now, here’s another mock-up:

Clown creation mock-up screen for unnamed next project

Thanks for reading, and stay curious!

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Categories
Game Design Game Development Geek / Technical

Freshly Squeezed Progress Report: Starting a New Game Project

If you recall from last time, I put further development on hold for The Dungeon Under My House, my non-violent, first-person role-playing game and what was supposed to be my second Freshly Squeezed Entertainment project.

Since then? I’ve been working on the design of my next project.

I don’t want to reveal too much yet, as it is still very early and no development has occurred yet. Still, I can say the focus on this next game will be about clowns.

Fun clowns, not the creepy or scary kind.

I love clowns. I loved watching Bozo and Cooky when I was a kid, and I loved seeing the clowns whenever Ringling Bros and Barnum & Bailey Circus came to town.

I have had a soft spot for clowns ever since reading a newspaper article from many years ago that said that there was a clown shortage in the world. And I think clowns get a bad rap because so many people only see them in horror movies or as creepy villains in games anymore.

But real clowns are entertainers, using laughter to create a real impact on society. There’s a rich history to clowning that I’m still digging into as both a fan and as the developer of a game that will feature clowns.

And I find it strange that there is a real lack of games that feature clowns in a good light. My hope with this next project is to improve that situation.

When I worked on my last project, I think I managed it too loosely. As a result, it was a six month project that I finally decided to stop working on in its 20th month.

For this project, I am going to try to do as much upfront design work as I can, and I will create a project schedule that is as detailed as I can. In both the design and the plan, I expect that things can change over the course of the project. I can’t possibly believe that I would know exactly what will happen over the course of six months.

But I’m hoping that by focusing a lot more work upfront that I can make better prioritization choices and have a much more informed understanding of the impact of a major change.

If I do this work right, I think it is safe to say that you can expect to see this new clown-based game released next summer.

For now, here is a mock-up of a screen:

Clown view mock-up screen for unnamed next project

Wish me luck! And tell me what you think!

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Categories
Game Design Game Development Geek / Technical Personal Development Post-mortem

Freshly Squeezed Post-mortem Presentation: The Dungeon Under My House

Recently I conducted a post-mortem of The Dungeon Under My House, my unfinished non-violent, first-person dungeon crawler that was meant to be the next Freshly Squeezed Entertainment project.

Now I’ve created a presentation based on that post-mortem, so if you prefer videos, you’re welcome:

Want to learn when I release updates to Toytles: Leaf Raking, Toy Factory Fixer, or about future Freshly Squeezed games I am creating? Sign up for the GBGames Curiosities newsletter, and get full color PDFs of the Toytles: Leaf Raking and Toy Factory Fixer Player’s Guides for free!

Categories
Game Design Game Development Geek / Technical Personal Development Post-mortem

Freshly Squeezed Post-mortem: The Dungeon Under My House

After 20 months of development, I’ve decided to put on hold further work on my non-violent, first-person role-playing game The Dungeon Under My House, what was supposed to be my second Freshly Squeezed Entertainment project.

The Dungeon Under My House

It’s a decision that makes me both sad and glad. I really liked this project and I enjoyed working on it and the idea of what it could become when it is finished, but as a solo indie game developer who is working very, very part-time, it is taking me too long, and from my very rough estimates that are probably very optimistic, I’d have at least a year of work left.

That’s a long time, and I need to be more prolific if I want to succeed. Maybe in the future if my capacity increases, I’ll return to it. I hope so. I think it was going to be a neat game.

Still, just because the project isn’t going to be finished and released (for now), it doesn’t mean there aren’t lessons that could be learned from it, which is why I’ve decided to write this post-mortem for it!

I hope one day in the not-too-distant future a second post-mortem of the project links back to this one.

EDIT: I have also created a presentation version of the post-mortem.

Information about the Project

The Dungeon Under My House started out as just an idea that I had at the end of October 2022. Now, ideas are a dime a dozen and all, but this idea wouldn’t let me go. I got excited about making a non-violent Wizardry-like first-person dungeon crawler in which you are a child hanging out with friends in your modern day home, only to discover a secret door in your basement that leads to a multilevel dungeon. It turns out that your family comes from a long line of explorers and adventurers.

So each day after school, you pick a subset of your friends (with unique strengths/weaknesses) to go into the dungeon for adventures. Adventures might take multiple days (you are children with bedtimes, after all, so you can only explore for so long), and you can prepare for adventures by raiding the house for supplies.

Encounters require you to use your skills and tools to distract, befriend, scare away, bribe, help, etc the creatures, monsters, or other adventurers you find in the dungeons.

In my head, The Dungeon Under My House would be a cross between Wizardry and The Goonies, in which your friends and your friendships play a huge role. It would also be a Freshly Squeezed Entertainment project, which as a reminder are games meant to be quickly created and given away for free.

The idea behind giving away free games is that I want my games to have as little friction finding their audience as possible, and if enough demand exists for a particular game, perhaps I will create a “deluxe” version for sale. In other words, rather than guess at what random strangers might want based on trends and fads, I’m trying to find and get faster feedback from the people who would be interested in playing the kinds of games I am creating.

I started working on the project in earnest in November of 2022, with the hope that it would be a six month project, but anticipating that it might take me as long as a year.

Ha. Haha.

I don’t know why I was so optimistic. This was a big project, and I’ve never worked on and completed an RPG before, nor did I sit down to scope out the project to figure out how to fit it all within six to 12 months. But more on that later.

What Went Right

  1. Creating a design document gave the project a North Star

    Obviously I’m not a believer in creating 1,000 page tomes as a game design document, but I found that not creating a game design document at all for Toy Factory Fixer resulted in a lot of wasted time.

    So I created a document that is mostly based off of Rosa Carbó-Mascarell’s Game Design template, which you can find here: https://rosacarbo.notion.site/Game-design-template-0132383574dd4c2dbff5d14e3a90761c

    I found it very helpful to identify the core design pillars, the theme and mood I was looking for, and general activities the player would participate in.

    I anticipated that the design might change a bit. For instance, I originally thought the idea of designing your own adventure plans and then executing them was going to be a key part of the game play. I envisioned being at the titular house marking up the map with objectives, then entering the dungeon trying to achieve those objectives. As the project progressed, I could drop this set of features easily as it wasn’t strictly core to what the game needed to be.

    But other things stayed the same. The game was always set in a sleepy modern-day suburb, so I never had to waste any time wondering about medieval or fantasy themes fitting in.

    And the core pillar of non-violence helped me steer away from having any sense of a threat to the physical safety of the characters in the game. In my document, I wrote:

    There should be no attacking or threat of attacks, no abuse, no physical or psychological danger, and no killing.
    – So can there be threats that aren’t related to physical/bodily harm?

    And then I listed out ideas of threats to property (theft, vandalism, etc), relationships (break-ups, loneliness, hurt feelings), and information (secrets, lies, incomplete knowledge).

    The document got updated periodically as I needed to jot down parts of the design I hadn’t anticipated, so it wasn’t like I wrote the design once and forgot about it or pretended that I needed to stick strictly to it. It was a living document that I kept open on my computer any time I was working on the game.

    And having all of my design notes and decisions in one place definitely helped me know what forward progress looked like.

  2. Creating cheap prototypes and mock-ups sped up decision-making

    The beginning of a project is always exciting, when anything and everything can be possible, but at some point I need to make decisions that take the project in a certain direction and necessarily cut off other options.

    The design doc helped make some decisions quite easy as mentioned above, but other decisions involved choices that weren’t necessarily right or wrong for the project.

    For instance, knowing that I wanted the game to have a 1st-person view in the dungeon, the question came up: what angle should the camera be at?

    A simple solution is: centered! It would be simple, but it might look boring and uninteresting. Having the imaginary camera higher up and looking down more would show more of the current dungeon tile while also giving the impression that the ceiling is lower or that the player is taller. And having the camera lower would maybe be a more appropriate vantage point for the young children who would be the main characters in the game, but it might prevent the player from being able to see as much.

    At the time, I was planning on using old-style tiles to simulate the three-dimensionality of the dungeon, so creating mock-up art for each angle sounded quite tedious.

    Instead, I used a physical prototype. I took an old shoe box, printed out some dungeon wall image and taped it to the back of the box, then placed some wooden figures in it. Then I took pictures from various angles to get a sense of how it would feel.

    The Dungeon Under My House - cheap and fast prototyping

    The Dungeon Under My House - cheap and fast prototyping

    The Dungeon Under My House - cheap and fast prototyping

    It took me only a few minutes to create, and I learned right away which one I liked best.

    There were also many ways I could show things on the screen, and even if I didn’t know what might be eventually on the screen in the end, I could at least start somewhere. So I created this mockup:

    The Dungeon Under My House - preproduction mock-up

    And I found that doing so helped me figure out where I thought some UI elements would work best. The downside is that I realized very quickly that my mock-up didn’t anticipate the on-screen controls that would be necessary for the mobile version, so I tried another mock-up:

    The Dungeon Under My House - preproduction mock-up

    The latest actual in-game shot shows that I tried a combination approach in the end:

    The Dungeon Under My House - latest dungeon view

    One of the next features I would have worked on would have been the in-game map on the HUD, and so I was already anticipating needing to rearrange and resize various controls, but I know exactly where I want that map to live.

  3. Looking for reference art helped me create a cohesive, “real” world.

    I knew I wanted the game to feel light-hearted and family-friendly. I wanted to have stylized, cartoony art, so photorealistic art wasn’t what I wanted at all, nor did I want a gritty and dark theme.

    I’m primarily a software developer, but I know enough about art that having good reference material helps a lot.

    So I spent time looking into dungeons, sewers, caves, coal mines, and all sorts of things that could act as a dungeon hidden under a sleepy suburb.

    I was disappointed to learn that most real world dungeons were not much more than pits to keep prisoners in, but I was delighted to learn that the Paris has a sewer museum! I even learned that here in Iowa the Wastewater Reclamation Authority has a website that describes how their facilities work AND THAT YOU CAN REQUEST A TOUR!

    And I was very interested to learn of Derinkuyu, Türkiye’s underground city that was rediscovered when someone found a tunnel behind a wall in his home a few decades ago.

    Meanwhile, the other part of the game would take place in the house, so I tried finding art related to various rooms: bathrooms, dining rooms, living rooms. A website about the living rooms of various 90s television sitcoms helped. The living room in my game has a staircase leading up because of course it did: that’s how the rooms on TV look!

    When I found a neat cross-view of a house that had a dollhouse look to it, I knew that I wanted that look for my game.

    Simple house view

    Besides looking for environment art references, I also spent time looking for character art references. Various cartoons, comics, anime, video games, and even clipart examples of children that I thought seemed promising ended up in a large document. I even had some animals, because I hadn’t quite figured out whether or not all of the characters in the game would be human.

    And with a game featuring people, I needed them to look distinct. Clothing store websites feature all sorts of child models, so I found quite a few neat looking outfits, which helped inform the clothing customization options that I added to the game.

    Now, I could have done whatever I wanted. The existence of games featuring sprawling dungeons despite the lack of a real-world equivalent means that it is already OK not to stick to reality. But having a basis for the “reality” of my game’s environments and characters helps sell the reality better than if I used my untrained artistic abilities to freehand everything with no good rhyme or reason.

    Something non-artists might not know: it’s not cheating to use references to inform your art. Use them!

  4. Planning only one thing upfront to work on each week

    This one is kind of a mental health thing for me, but it is a deliberate change from how I ran my previous projects that I think worked out well.

    I ran my project on a weekly cadence. Each Sunday, I would write a blog post about the previous week as a development update, then I would plan the coming week’s sprint.

    In the past, I would kind of mix up my sprint plan with my larger planning, and so I would pick a collection of features to work on, usually features that I think go well together. That is, once all of these are done, I would feel like a significant piece of the game would be done.

    The problem was that sometimes one of those features big quite a lot to work on. Breaking it down into tasks, I’d maybe get a small subset of the tasks done.

    So when I would write my weekly devlog blog post, I would report my progress by saying something like the following from the Freshly Squeezed report of Sprint 42 of Toy Factory Fixer:

    Sprint 42: Training levels

    Planned and Completed:

    • Make sewing worker unique

    Planned and Incomplete:

    • Show tooltips during game based on triggers
    • Create floor training levels/tutorial

    Imagine weeks of saying “I planned to do X, Y, and Z, and I only did X” and you can see why I said it was kind of a mental health thing for me.

    Even if I didn’t mean to say I would get all of these things done in a single week, it still looked like I wasn’t getting things done, and it can be demoralizing.

    And of course, it is hard to predict when things would get done if I kept lying to myself. Not finishing these items means I can’t start working on the next items, and if I do this for weeks in a row, then if I was hoping to get the next item after Z finished by a certain date, well, I can’t even promise I’ll have capacity to start it by then.

    So for this project, I made sure to only plan one feature. Then, I either finish the feature and start unplanned work next before the end of the sprint, or I have only the planned work that is incomplete.

    By and large, it felt better. I no longer felt like I was behind, which is weird because I am my own boss and the feeling came from the accidental promise I was making by listing a bunch of planned work that I wasn’t actually trying to meet. It also helped me avoid deluding myself that a bunch of work would suddenly occur in a single week.

  5. Creating devlog videos to attract more potential fans

    I’ve always written about my game development. This blog started in 2005, after all.

    But sharing my weekly devlog blog posts on social media only gets so much traction these days. Adding devlog videos might increase the likelihood that someone finds out about the games I am working on. It’s another opportunity for someone to discover GBGames and TDUMH.

    So I started making a weekly devlog video. Here’s my first one, published on October 3rd of 2023:

    Oh, that’s rough. You don’t have to watch it.

    YouTube said it has 20 views total.

    In fact, for the next few months, my videos would get about 6 to 35 views each. That’s not a lot, but you know, YouTube is very algorithm-heavy, there’s a lot of other videos being made continuously, my own videos don’t have amazing production values, etc.

    So I spent some time looking into best practices. I started creating custom thumbnails instead of using a random frame from the video that YouTube chose, and I even bought a new microphone to replace the ancient one I’ve had since forever (I think I got it when Windows 95 was the latest thing).

    With catchier thumbnails (I refuse to do a “stupid YouTube face” thumbnail no matter how effective) and a less tinny, much sexier voice, my videos started getting a couple hundred views as well as regular comments.

    Creating the videos each and every week was hard work, even with the low production values. I would write a script, create some video clips of various new features or progress I’ve made on the project, then record myself talking through the update. In the end, I would produce a video that is only a few minutes long.

    While I always tracked how long it took to write a blog post, one day I decided to track how long it took me to create a video from start to end, and I realized that it could take me about 1.5 hours.

    Remember how I said that I am working very, very part-time? I don’t have 1.5 hours to create a video each week! It eats into the time to actually make something for me to show off in the video in the first place!

    So I cut back to only creating a video once a month or two. One benefit is that I have more to show in a given video. Here’s the most recent one that I published at the beginning of this month, and you can tell that is definitely smoother, as I have gotten into a groove creating them in a consistent way:

    And another benefit is that while it takes me longer to make each new video, I feel more comfortable with batching all of that time together once in awhile.

    Obviously the videos are not bringing in thousands of customers, but I do think that it has helped me to increase awareness with a few people about what I am doing, much more than my blog and social media posts alone. As a bonus, it gives me practice with using tools such as OBS Studio, and I can also create animated GIFs more easily.

What Went Wrong

  1. Not creating a real schedule resulted in a non-stop treadmill of development.

    Definitely my biggest mistake was not creating a schedule for this project.

    When I made Toytles: Leaf Raking, I created a road map. It was an optimistic road map in that I anticipated creating the initial release of the game in three months but the actual release didn’t occur until the eighth month of development.

    But the road map was still helpful to create as it helped me nail down as much of the project as I could upfront. I knew that estimates are likely to be way off, but I don’t think I appreciated knowing as much as I did about my project.

    When I worked on Toy Factory Fixer, I didn’t create a road map. I think I had read something about how road maps are awkward in modern development because it implies being able to believe in accurate estimates and also believing that you could know exactly what a project would look like at the end from the beginning.

    In Agile software development, you expect to be able to adapt to changing market conditions, changing stakeholder demands, and changing realities. The road map is a relic of old-style plans that presume you can nail down requirements up front.

    So I skipped the roadmap, and that project lasted a year. What I remember was that it was supposed to be a one month project, and each month I “hoped” that I would finally be finished with it.

    In hindsight, I don’t know why I ever expected to be finished each month because I do not remember doing any work to figure out the full scope of the project until near the end. Maybe it was because I believed my feature backlog was exhaustive and was always surprised as I added to it?

    For TDUMH, I once again skipped the road map, and I didn’t even pretend my backlog was complete. I basically came up with what I thought was a good first pass, and I fully expected that I would learn about the nature of the project as I worked on it.

    I could be responsive, changing and updating my plan regularly.

    And frankly? This works just fine. I could work on the project at the pace I am at indefinitely, and eventually the game would be finished.

    At the same time, I did nothing to try to figure out how to fit this project into a six month period, which is what I wanted it to be. But merely wanting Toy Factory Fixer to be a one month project wasn’t enough, either.

    So I had a conflict that I wasn’t addressing: my business expected me to release games more frequently, and my management of the project had me working as if I could take forever to release the project if I wanted to.

    At some point in the last few months I realized that I needed to figure out how much work was left on the project, and with my very rough estimates, I’ve decided what was left was way too long.

    And I think if I knew it upfront, I might have tried to make a smaller version of the game.

  2. Not prioritizing the work well wasted my time.

    Even early on I knew that by making the game non-violent, I would need to replace all of the compelling combat-related mechanics such as health, weapons, armor, attacks, etc with something equally or more compelling. My goal was to emphasize conversation and knowledge-acquisition.

    The thing is, I didn’t know what it would look like.

    A branching dialogue tree wasn’t going to cut it. I didn’t want to make a rigid story or a visual novel. I wanted something more dynamic and flexible, that required the player to make more interesting decisions than choosing between a handful of pre-written options.

    In short, I wanted the conversations to BE the main game play.

    And yet, instead of spending time prototyping conversation systems and UIs and researching existing games that do interesting things with conversation mechanics, I worked on character customization.

    The Dungeon Under My House - new character customization

    The Dungeon Under My House - character customization

    I justified it to myself. I really, really wanted the player to feel like they could see their friends and family, or maybe a fantasy version of who they wish their friends and family were, in the game. It seemed important at the time.

    And I worked on creating the first person dungeon view, first by trying to create tiles, and then creating a raycasting renderer, and then profiling it and debugging it to see if I can get it to be performant each time I made a change that slowed it down.

    In hindsight, I should have realized that the first-person aspect of the game, as nice a thrown-back as it was to the kinds of old-school RPGs I wanted to remind the player of, was not necessary or fundamental. A top-down overhead view would have been faster and easier to implement. Character customization turned out to be tedious work, which I didn’t anticipate when I started, and perhaps for this project I should have created concrete, unchangeable characters if only because it would have been faster.

    And the main reason I wish I had done those parts of the game so much faster is so I could focus the bulk of my time on the more interesting game play that I was trying to create with conversations and personalities and knowledge acquisition. Instead, after 20 months, the systems in place feel clunky and limited, and I knew I still needed to expect to spend considerable time on experimenting and figuring out this core part of the game.

    It would be one thing if I spent only a little time on non-core things. Spending 20 months on a project might have been more palatable if I had spent a large amount of that time coming up with new game play, but as it is, I feel like I could have used my time better.

  3. Not quitting earlier meant missing opportunities to publish more frequently.

    This one is kind of related to the previous points. If my goal is to release a game in six months, I should hear alarm bells in my head when I hit the six month point and not have a game anywhere near finished.

    In fact, those alarm bells should have been heard long before six months passed, because I should have an idea how much of the game was finished versus how much is left to do and be able to figure out how confident I felt about getting the remainder of the work completed in the time left.

    Instead, as I said before, I could work indefinitely on my project, inspecting and adapting as I go, and given my limited capacity, I wasn’t investing time to inspect the health of the project as a whole. I did not treat the six month deadline as a real deadline so much as a soft suggestion, which didn’t help give me a sense of urgency or a reason to worry.

    Toy Factory Fixer’s initial release was in 2021. I didn’t start TDUMH until 2022 with an expectation that I would release it in 2023. Even if I had succeeded, that is already a long time between game releases, at least for my business goals. Taking longer than six months means even more delays for accomplishing those goals.

    Maybe if I would have put the project on hold or canceled it in 2023, I could have used the time since then to figure out a smaller scoped game. Maybe by now I would have released at least one, perhaps two or even three more games.

    Better late than never, but I should be more protective of my time. I am getting too old too fast, so it isn’t just my business goals I’m worried about.

  4. Waiting so long to use freely available UI elements made my game look amateurish

    When I started working on the project, I slapped art together to get something on the screen as quickly as possible.

    The main menu’s buttons, for instance, looked like this:

    Freshly Squeezed Entertainment game #2's title screen mock-up

    Just colored rectangles. They are functional and easy to create.

    I also tried to add a little bit of detail to them to make them better, but it was still very basic:

    The Dungeon Under My House - old title screen with placeholder buttons

    Between taking screenshots and making videos, I had a lot of footage of the game with these placeholder UI elements.

    Which is unfortunate, because the entire point of publishing footage of the game was to get people interested, and I was basically saying, “Here’s this ugly amateur thing for you to not waste your time with.”

    It was only recently that I decided to use buttons from the free Kenney UI Pack, and after adjusting some font colors and sizes, the buttons on the screen looked way better.

    The Dungeon Under My House - title screen with new buttons

    What’s weird is that I had no problem using existing UI art. I already used icons from Game-icons.net in various places, and I already knew about free assets from Kenney.

    So I’m not sure what took me so long to get around to it other than a sense that other things were more important to work on.

Lessons Learned

  1. I should take advantage of good art assets earlier.

    I should definitely start my next project with great looking icons and buttons, especially if they are going to be displayed on the screen a lot and they’ll be some of the first things seen in screenshots and videos.

    While I still like providing my own art in general, and I don’t think I should fill my game entirely with free sprites and icons, using fantastic, ready-made resources such the Kenney UI Pack makes the game look way better than I could on my own and in a much faster time period. I should really need to justify not using them rather than the other way around.

    And if game UI icons and assets make sense to bring in early, what about sound effects and music? I usually leave those until late in the project, and perhaps it makes sense to have placeholder audio at least.

  2. If I want to release more frequently, then I need to make a schedule.

    Open ended projects are a luxury I can’t afford.

    As I said above, it isn’t as if I couldn’t keep working on my project the way I have been. I know each week I make a little progress, I can inspect and adapt as I go, and one day I’ll work on the last bit of progress and call it done.

    But my business strategy ostensibly requires me to release my games much, much more quickly. Until I can increase my capacity to work on my projects, my projects will need to be scoped much, much smaller so that I can get them done in a reasonable time.

    I still expect that I’ll need to inspect and adapt, that I can’t possibly anticipate everything, but I’ll have a better idea of what needs to go into a project plan for a small game than a big one.

    So simultaneously knowing as much about a project as I can will help me create a realistic schedule, and a schedule with deadlines should help me limit how much a project can be.

  3. With my limited capacity, I need to ruthlessly prioritize the work.

    I like to be purposeful, which means that each project I work on isn’t just a random collection of cool-sounding features. When I create a game, I like to identify some core part of it that is the reason it needs to exist now instead of some other project.

    For TDUMH, I wanted to make a non-violent dungeon crawler, and what I should have done was figure out exactly what I needed to focus on to make it work. I already mentioned above that not having combat in the game isn’t enough, as I needed some compelling game play to replace it.

    If I were to start again today, I think I would realize that I need to prioritize prototypes related to conversation and knowledge-acquisition mechanics as early as I could. Maybe I could have decided then that a party-based RPG would be too big of a project, but what if I applied the same focus on conversation and knowledge-acquisition to a game that consisted of nothing but a small room and two or three people, and maybe a few objects?

    I might have been able to put together a game in a much shorter period of time, and I could always use it as a building block for my next project.

    Since I instead worked on things that shouldn’t have been prioritized, I still need to figure out compelling game play because right now I just have customizable characters and a dungeon to traverse but not a whole lot else.

    Even if I had more capacity, I still would want to prioritize my time much better, if only to make sure that I am releasing games sooner than later.

    For the early stages of my next project, I should spend time trying to identify the dependencies between different features and systems. I did a light list for TDUMH, in fact, but it wasn’t something I paid much attention to, and well, here I am wishing I had done more.

  4. I should continue to seek out opportunities to promote my work.

    People have asked me why I still try to sell Toytles: Leaf Raking after all these years. Why don’t I just drop it and forget it and move on?

    And my main objection to that reasoning is that it isn’t as if lots of people saw the game and thought, “Nah.”

    So I try to promote it and sell it because people by and large haven’t had a chance to reject it yet.

    Like most indies, obscurity is my main obstacle to success.

    For TDUMH, I found that sharing screenshots, posting weekly progress reports, and publishing videos means I am giving more potential fans a chance to find out that my games exist.

    Some of those people become fans who start to ask about details, but I don’t know where the next fan will come from. Maybe they’ll find my blog post because someone shared it. Maybe they will be perusing YouTube and the algorithms will manage to place my video in their feed at the right time. Maybe they’ll see one of my screenshots posted on social media.

    Most of my time is spent on game development, but it doesn’t take much time at all to capture in-development screenshots that I can then easily use in blog posts, videos, and posts on social media. There’s no excuse to not tell people what I am working on more frequently and in more ways.

    Plus, making games with an audience is a bit more motivating than listening to crickets.

  5. It’s easy for me to keep my nose to the grindstone.

    Each week, I plan the work for the next sprint, and then each day I succeed more often than not to make steady progress.

    On average last year I worked about 7.5 hours per week, and this year I’ve been trying to hit 7 hours per week as well.

    As much as I would love to make more time for development, given my life priorities and obligations, this pace is doable for me. I rarely find myself exhausted or burnt out by it.

    Maybe that sounds silly, but the hours add up, and each hour I work on my game is an hour I’m not spending time with my family. Until I quit my day job and free up a significant source of hours, this pace is my reality.

    That said, I have shown that if I set myself in a direction, I can continue plodding along until I’m finished. I stick with things, and I can keep focused on the same task. These are good things!

    The challenge is to make sure I check in on myself to ensure that direction is still a good one and course-correct as needed.

    I’m used to focusing on the current sprint’s tasks, then planning the next sprint. I’ll need to start looking at any given sprint as part of a whole, asking myself how far along do I think I am and how much more is there to do. And I’ll need to be honest. If I already have X tasks to do in Y weeks, and I discover an X+1th task, it very likely means I’m working for more than Y weeks if I think it needs to be done. Which means I’ll need to be sure that it is something that “needs” to be done and not just a really appealing nice-to-have.

    These frequent project health check-ins should help me lift my nose up from the grindstone periodically, mainly to make sure I’m using the right grindstone.

Conclusion

As excited as I was about The Dungeon Under My House, it ended up being too big of a project for me at this time.

I’m not new to game development. I’ve been creating games for many years. Still, this project reminded me of my limits, and if I am honest, it humbled me a bit.

I do believe that if I kept going the way I had been going, the game would eventually be finished, but it would take me way too long to get there. At least, too long for my overall business goals.

The opportunity cost is too great when I could be releasing smaller games and building an audience during that same time. So as painful as it might be to have to part ways with this project for now (and potentially forever? I hope not), it’s not a hard decision to make.

After 20 months of development, even though I won’t be shipping this project, I am glad I can take stock and glean some insights from it.

I know this analysis will help me greatly with my next project. If I could sum up the lessons, it would be that it isn’t enough to keep moving forward because I also need to ensure the destination isn’t too far away.

I hope this post-mortem helps you, too. Let me know if it did!

Stay curious!

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