Johan Peitz - Let's make SOMETHING

12Oct/103

One Man Army Mindset Model

Allow me to present the OMAMM  - the One Man Army Mindset Model!

With the engine for The Game getting more and more done, time has come to focus more on the not so technical parts of the game. Characters, story, art, etc. The switch has been quite hard for me and I'm constantly struggling to stay focused. I thought a bit about the different qualities needed for each task and after some thinking came up with the OMAMM. The OMAMM is far from complete, but here is a draft that I intend to build on.

As I see it, the programming part of making a game requires a fair amount of structure, failure in this area leads to sloppy and buggy technology that will be extremely hard to handle as a project grows in size and complexity. With The Game, I have invested quite a lot of time into making the engine as structured as possible, something that really has payed off. A fair amount of creativity is needed when programming in order to successfully solve the problems that one is faced with. With no creativity, the only option is to reside with old or other people's code and no innovation will be made.

However, in order to successfully handle the content parts, like art for instance, I need to let go of the structure. Otherwise I find myself  reusing old ideas or more or less ripping other people's mockups. Inspiration is of course a good thing but the mind must be in a more chaotic state for original content to be created.

Personally, I have been lingering in the blue area for so long that it seems almost impossible to move towards the green spot. It takes a lot more hard work than I anticipated. Could it be that moving between the different areas in the model always come with a cost? Something that with training and experience can be learned? Or am I forever stuck as creative/structured?

An example for a creative/chaotic mindset would be an artist that keeps creating truly original works. Examples for the other side of the space are harder to think of and it is currently unexplored. Structured/destructive could be a very analytical mindset, being able to pick things apart in a very formal fashion. The last quadrant, destructive/chaotic, well I don't know.

This is how I feel that I function. If you have had similar tasks to switch between how have you handled it? Does the OMAMM make sense? What type are you?

Filed under: Anything 3 Comments
3Oct/1015

Demo 4 – now with power ups!

OK! Again a lot has happened under the hood, but this time there are also some tangible results in the demo below. Engine-wise a number of minor defects have been fixed but I've also made the editor a whole lot more robust and added more features. For instance, the map grows automatically if you draw tiles outside the boundaries which is very convenient. You can also toggle between playing and editing with no effort which is great as I see small things that I want to change all the time.

As for the actual game, there is whole new map to play around in. I've added items to collect and there is even a power up that you can use to reach new places. I've also spiced up the character from the previous post with some extra frames (no walking though), and added an additional tile layer which makes it easier to make pretty maps.

That's about it I think. Please enjoy the demo and let me know what you think.

[kml_flashembed publishmethod="static" fversion="10.0.0" useexpressinstall="true" movie="flash/demo4/TheProject.swf" width="448" height="352" targetclass="flashmovie" fvars="url=http://johanpeitz.com/flash/demo4/"]

Get Adobe Flash player

[/kml_flashembed]

Tagged as: 15 Comments