Dev Diary #10

Sometimes game dev is 2 steps forward and 1 step backward.

Last week I tweaked my art style a bit. It's basically the same, but some of the details are different.

This means, though, that some of the art work I had done in previous weeks no longer 'fit' the newest art. And I had to redo those older images.

Redoing work always feels bad, is often avoidable, but sometimes inevitable. (At least in game dev).

Making a game takes a long time, and you are repeatedly using the same skills while making the game. So, it's natural that your skill will increase and you will get better. This is true regardless of the task (programmer, art, music, whatever). Therefore, you are pretty much guaranteed that the thing you made at the start of the journey is not as good as the thing you made when you are done with the game. And, when that happens, you will probably think to yourself "Crap, I need to redo that earlier work. It's so bad compared to everything else now!"

This is the trap.

Sometimes the answer is "Yes, redo it", and sometimes it's actually not important enough to justify the lost time. Sometimes the amount of work to redo is so small; you might as well. Other times it will be something that *should* be redone, but it would require sooo much work that you just cannot justify doing so.

It's hard to make the right call, too. We are often protectionists, and we want to put out the absolute best. But, if we keep falling for this trap, then we will never end up releasing anything.

So, last week, I hit this trap with my art style that I have been developing. This time around, it was so early into the process, that the amount of re-do was relatively small, and the returns will be worth it (I hope).

I guess you never really know until it's finally done. So, we shall see

Catch you next week

Dev Diary #9

I am starting the art for my characters today. I am pretty excited to dig into this

Characters in my game are sort of like those 'paper dolls'. I draw hats, glasses, noses, etc, and then they are pseudo randomly pieced together to create a unique character.

This lets me get a near infinite number of different looking characters in my game without needing to draw nearly as many images.

There is also a nice perk that comes with this. The player gets to make their avatar look however they want. And, as you play the game and complete challenges, you get to unlock special pieces to wear on your avatar.

I remember when I pieced this plan together in my head. It was a eureka moment. My game gets double benefit for the work I do; which is something I also try to shoot for.

I already created the tech last year and enough content to make sure it worked properly. But, now, I am starting real pieces of art for it.

Also, I think I might have spent too much time drawing on my tablet lately. Earlier this morning, I was drawing with my digital pencil and I instinctively tried to swipe away non-existent eraser dust with my hand. On my digital tablet. I was like "I can't believe I just did that ><"

Dev Diary #8

I just got home from PAX West last night. It was so inspiring.

So many indies showing off their hard work and passion. So many fun games I can't wait to play once released.

It was a breath of fresh air.

While the mega companies of my industry are cutting jobs to squeeze more profits; these indies are pushing the art form forward.

Today is back work, and that means back to drawing again. I expect to spend a couple days finishing off my brewery, and then its switching gears to some characters

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