Showing posts with label busy busy. Show all posts
Showing posts with label busy busy. Show all posts

Sunday, October 28, 2012

Programming woes

I have just started seriously putting time into the programming side of things.


It's going to be tough.  I have to resize, and remove the backgrounds from all the sprites.  There's almost 30 of those. 

The backgrounds aren't quite fitting the screen the way I like, and I need to figure out the function to scroll the backgrounds properly so I can zoom the camera in-out the way I want.

After all the image sizing is done and all the basic commands are done, I can start inputting text.

I'm hoping the image sizing takes me two weeks, which means I would have about two weeks to work on the text portion.

if I can keep ythat schedule, I should have a MVP by...January?

That's not incredibly realistic, but still is a good goal for me.


Tuesday, August 7, 2012

Doing final story edits for the demo

We're almost there.

The demo needs about two weeks worth of edits and we'll be ready to program.  The background artist and the character artist have already started on the second half of the game.  Now I have to hurry up with the edits, and send them to an independent third party.


So much to do, so little time.  But we're nearing our September deadline for the demo, and things seem to be on track.

Monday, July 2, 2012

Script Updating

We're nearing demo mode.

Most of the art has been finished.  I've been tweaking the background art with the background artist.  He's doing mock-up animations which we might use for the final version.

The character art is, for demo purposes, finished.  I could use one or two more pieces, but I'll wait until everything needs to be compiled to decide whether I want to invest another two weeks of art time.

Then again, maybe I should review the art again.  Hm.

The script is being reviewed.  There's a lot of logical errors left to correct.  I have thought recently (or at least for the next version) investing in a script writing software.  I do a lot of mock-ups and a basic word editor doesn't really cut it anymore.  It works for now, but when you start getting a 50-100 page script, it starts getting a little creaky and sometimes buggy...and the last thing I need are corrupted files.  (I would jump off a very tall building if the file corrupted.  Back-up files are my friend.)

The hardest thing about being a producer of a game project is that you are there to motivate everyone else, but when it comes near to the final product (and when I mean near, I mean annoying final hump near) the last thing you do is feel motivated.  It's the long weekend in Canada and all I want to do is turn off Netflix and let the game coalesce on its own without me.

Which will never happen.

...

Unless I clone myself.   But that probably wouldn't turn out that well.




Saturday, March 24, 2012

Programmer missed our weekly meeting

Can't believe I got up before noon on a Saturday for that.

On the bright side, did some work for an hour in the morning.  Now have hours and hours of work ahead of me for the evening.

Wednesday, March 7, 2012

Still working on copy

Need to email the programmer, and also look at some new art.  Might post some sketches when I have them.

Sunday, February 26, 2012

Lost time

Had a long talk with the copywriter on using folder sharing services.  The technical issues have been mostly cleared up and I think we'll be fine.  Blogger is acting up, so I'm going to keep this post short.  Suffices to say, the copywriter is rewriting a bunch of stuff...should get updates Tuesday and the artist is working on a bunch of stuff I'm having her tweak.  Hopefully we won't have too many more delays.

Saturday, February 11, 2012

Music finished!

Tracks sound great, really happy about it.  Might hire the composer to do additional music once I've released a beta of the game to add additional tracks.

Today's to-do list:

  • finish storyboarding (more to do for new copywriting stuff)
  • finish editing dialogue (sections of the first 50 pages need work)
  • Start learning a bit of code so that I can contribute (minimally) to the programming (because I'm going to need to input all the code functions into the text, I have a feeling)

I want to e-mail everyone to start speeding things up, but I should let them take their time...the text isn't ready, so it doesn't matter about the other stuff at this point.

Thursday, February 9, 2012

Had a meeting with the copywriter last night

lasted 2 hours.  I explained all the stuff he needs to know, he should do a much better time this time around.  The first draft I literally doubled the script size from 25 to 50 pages.  He'll probably hand me another 25, but hopefully it's closer to my vision this time.

Artist is sick and is having trouble completing the icon.  Kinda rough because I need the art to move ahead...there's a whack load left to do.  I might take the icon off her hands and do it myself.  I don't have a problem with vector graphics (I designed the battle icons, feel free to ridicule me.)

Work is crazy, I'm getting sick, I just had an allergic reaction to strawberries in my dinner and now I'm going to gym to burn off this day.  This day needs to go away.

Saturday, February 4, 2012

Finalizing the music

The composer has put together some amazing stuff...I'm getting really excited about it.

So far we have:

Two area themes
One battle theme
A 'boss' theme
Battle sfx

Now just need to e-mail the background artist.  E-mailed the copywriter last night.  Had to explain that I'm doing a lot of editing which is normal for a first draft, but hoping the second draft isn't as much editing.  (I can't afford to be held up another two weeks on copy again.)  But he's doing good for just coming on board, and pretty sure this is one of his first freelancing gigs.

I'm going to be working on the game script while I jam to the music, and I need to e-mail the programmer.

I had such a good sleep last night.  It's amazing what a little bit of R&R can do for your outlook on life.




Monday, January 30, 2012

Time to rock this story

Music to listen to this eve, and dialogue to finish.  Board to update with artist. 

I just wasted 45 minutes playing tetris and wishing I had a giant 5 pound cola gummy bear.


I love doing this.  But soon I'm going to need a break.

Saturday, January 28, 2012

At Global Game Jam Toronto This Weekend



People here are pretty nice, if a bit too focused to socialize at the moment.  (Not to mention that people are literally working day and night to build a video game) 

I'm busy working on game text.  I'm 1/2 done one storyline.  My copywrite layed the groundwork, but he's still adjusting to the things I want, so there's a lot of text and items I need to add for storyline purposes. 

Game design stuff is slowing down.  Helps that I'm working like three jobs at the moment and a MUCH busier social life than I expected.

Someone needs to get me another Gatorade and Subway.

Wednesday, January 11, 2012

Copywriter meeting went well

Hired, and we have a contract of sorts.

He seems like he'll be a good fit. 

Now I have to refinish this tutorial document to show him what dialogue is like....arrrgghhjhhjhhhhhfhhfsikhdsalkdsa;klc;m;l;fa'ldas ~*gasps and dies*

Sunday, January 8, 2012

Today's To-Do

1)  Rent a Macbook (argh $$$)
2) E-mail the Sound guy what I want so he can get started
3) E-mail the new copywriter story documents and synopsis
4) Finish the demo's story boards so that I have something I can show the copywriter (Well, I hired him because I'm so behind.  Whatevs.)
4) Actually review the code and have some feedback for the developer since I recall saying I would look through the code 'very, very carefully' this weekend.  I only have one thing to say that.  LIAR.
5) Learn how to code so I know what I'm talking about would be a good thing.



This list does not include my everyday life stuff (Which is a list that is about 6 items long) and I have a social event for my PR business this evening. Oh yeah, and I have a major meeting with my manager at work tomorrow about a communications plan that's half-started.  I have approximately 5 hours to finish both these lists.  Good times.

I now need three of me.  One to do game stuff, one to finish life stuff, and one who can just crawl back into bed and ignore these lists.

Yesterday's recap

Had a meeting with the artist, outcome:  She's going to reorganize and start to finalize the art for the demo.


Had a meeting with my friend, the developer guym outcome:  He didn't know I needed to borrow his macbook and gave it to his brother to use.  I showed him some screenshots instead.

Had a meeting with editor/story developer, outcome:  Very nice sounding guy, he's hired!  How many more people can I have before I call this thing a game studio!?