Thursday, July 5, 2012

"Ether Souls" Announced, Dev Blog

I have officially announced my new game project "Ether Souls".

I have made a tumblr to journal my thoughts on this game specifically; you can get started here.

Sunday, July 1, 2012

An open letter to Nintendo

Dear Nintendo,


Please add the ability to store physical games(from a cartridge) to the SD card, for access at any time, not tied to or reliant on the presence or usage of the physical cartridge after the time of storage. While this may be of slight impracticality now, due to the comparative storage size between an average 3DS game and an average SD card, in the coming future it will become more and more practical, and it is undoubtedly a fantastic utility to offer to 3DS owners. Indeed, you are already beginning to offer storage of full-sized games to 3DS owners, as can be seen with the upcoming releases of games like The New Super Mario Bros. 2 for the eShop.

The added accessibility will make carrying the 3DS far more convenient, as people will no longer be forced to bring along physical cartridges and carrying cases, or otherwise, even worse, leave all their other games at home while they carry only one game cartridge which is left in the device. This, as a result, makes the 3DS a much more appealing console in general, an appeal already seen by the demand for digital eShop content. This can be seen as both an alternative and a complement to offering full games on the eShop, as some 3DS owners prefer to also own physical copies, and it helps alleviate potential fallouts in business relationships with retail companies due to the absolute disadvantage physical copies have to digital copies, for portability and accessibility reasons mentioned prior. While digital distribution is undoubtedly the future of game distribution, this will serve as a great service to 3DS owners to help smooth the transition period, especially for those with inadequate internet access. 


Overall, this feature offers a major service to 3DS owners, that of which will not go unrecognized. Such a valuable utility will doubtlessly contribute to greater favor for the 3DS console, and as such may prove to be of great benefit to both your company and to 3DS owners alike.

Thank you for hearing my petition,
- Jack Sanders, "Man In Blue Sweatshirt"

Saturday, June 23, 2012

Catmeat

"Catmeat - Arcade Game +"
"Nekoniku - Akeido Geimu +"

SOON COME TO JAPANS NEAR YOU

This was a fun one to make. I was deprived of a vector art release for three weeks, and this is the result! Dohoho. I might actually make this game by the way. Plansssssssss~~~~~

Tuesday, June 12, 2012

All The Things I Did Wrong

I'm entering a new paradigm now. I'm going to work differently, I'm going to work better.
This post's service is twofold: First, to publicly reflect on my past mistakes, with the hope of benefiting others in some way, Second, to solidify my transition.


1. I worked ambiguously


Instead of planning things out solidly, I would rush in sloppily, basing my work on an ambiguous idea, aided only by fragments of ideas nilly-willy stitched together by my vague memories of past enjoyments. I would work and become frustrated at my piecemeal results and try to redo things, getting out my tape and glue to try to force things to be cohesive. It just didn't work.


2. Overdesign


This was a direct result of problem #1. Prodded on by cautious notions, I completely overdesigned everything--I set out to program such broad, expansive, extensive systems that I could cram any possible mechanic or feature that I *might* have wanted into the game. I didn't design my programmatic needs beforehand, so I overdesigned to compensate. The result of this was an incredibly bulky, painful architecture to work with every time. This was almost always the one ultimate demotivator that lead to the death of my projects. Developing my game and implementing new content became such a chore that I just wouldn't be able to take it any more.


3. No focus


Remarkably similar to my previous points and often a result of them, my design thematics and mythos often had no focus. There was nothing to unify or solidify them in aesthetic, narrative, or anything else style-wise. The lack of unity made the game feel messy, uninspired, empty, and quite frankly amateur.


4. Lazy, sluggish, negligence


Rather than tackling big things head on, working intelligently and pragmatically, overcoming the learning hurdles in front of me, and so on, I would all too often half-ass a problem and continue with a defunct solution. As only one instance of many, instead of making tools to aid my workflow I would just "tough it out" and go the long way because making tools felt boring and cumbersome. No longer, though. It's a necessary part of the process, and now I'm of a mindset that "it's all gravy".


5. I held myself to relative standards


Instead of considering my work in the broader scope, I would often goad myself by comparing it to my own previous works and to those of my associates as what I believe was a form of desperate self-validation. But by holding myself to lower standards I achieved far lower and limited my vision.


Cheers to a fresh approach.

P.S.
I was only able to make myself jump this cusp after watching "Indie Game: The Movie"--That was an incredible, eye-opening experience for me.