Important Note: Some names were left out. There was no disagreement with anyone
involved, even if tone of this post might suggest otherwise. It's the nature of topic (demise of a personal project) that sets the upset tone of this blog post.
The biggest attempt at making a game started in January of 2012. This time there was with minimum planning and pre-production involved, just art prototyping from day 1. For first three months of development, I didn't even have a clear picture of what sort of gameplay it will have. Only project's working name - Grendore - and a medieval setting were defined. But working on the art side was something I'm good at, so it was fun and whole deal was moving forward.
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| First public shot, with no water shader and with Gothic-like camera view |
As the art side was getting better with each weekend, game design started to come together itself. It would be a stealth game with short play session and heavy use of procedural (randomized) content. Many elements of design were appearing from existing limits: types of games I understand and enjoy (stealth games, roguelikes etc) and what sort of development resources were available.
Teaming up
At some point in late April 2012, I had a decent visual presentation to showcase my skills, so it was time to look for team. The priority was on finding skilled and dedicated programmer, which is usually very hard in UDK community. I made a
relevant post on UDK forum in "Looking For Talent" section, but didn't expect much interest. Within few days, several programmers of varied skill and rep got in touch. But a real shocker was when I was offered help from one of UDK's finest programmers. It was the guy everyone heard of and respected, and generally a very serious person.
There was absolutely no way I could match his hourly rate, so we agreed on a royalty-based payment model. The development of playable started and things seemed to come together. ..But it didn't work out.
The slow drag
Because royalty project had a relatively low priority on Programmer's schedule, updates were very rare. Sometimes weeks passed without anything being added on code side, then a weekend rush would add a bunch of features, and then it'd drag for weeks again. Even if a person is extremely skilled, there's a limit on how much can be done in 4-8 hours a week. Oh, it certainly did not help that I tried to experiment with different gameplay ideas instead of nailing down whole design down to details. You probably know how programmers react to change requests or lack of details ;)
More than once I have considered breaking up and looking for new programmer. But the momentum of development was long lost. It didn't help that at any moment I was nearly broke and a chunk of royalty already promised to current programmer. And if one of best existing Unrealscript programmers couldn't help, then who would?
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| The gameplay prototype didn't go far. |
At least art side was getting better.
Various shaders, an update of art style/setting (with steampunk/magitech, similar to original Thief games) and many props were made. Outside of internet, a verbal agreement was reached with a very talented
character artist who was interested in helping out later. Other
interested people offered help in areas such as vfx, sound and even
scenario. Arrangements were ready, but all on condition that I would present a playable prototype first.
[Redacted Game Name]
One thing that definitely impacted fate of Grendore
was the project mr.Programmer was crunching on as his day job. It was a high-quality game (unfortunately, I can't name it), and its development and success set the bar even higher, and there was no fucking way that a simple indie guy like me could make a decent counter-offer that would motivate mr.Programmer enough. We both knew it, but didn't discuss it for a while.
Coup De GrĂ¢ce
I had to spend October/November/December in a series of day-job crunches myself, so Grendore just sat there, mostly unattended. In December I was making arrangements to go full indie again, and it was a good opportunity to look back at entire year of development, read DevLog (where all progress for every day/week was noted) and contemplate. We had a talk with mr.Programmer and mutually agreed to part ways. I got to keep existing code base and royalty piece was freed up, but by that point I was really tired of Grendore, so finally allowed the attention to drift to some other game ideas. Grendore got simply shelved.
> You spent a whole year working on project at evenings and weekends, and it's all down a fucking drain [+500 EXP, you gain a new level]
What went right:
- Come prepared. Everyone has game ideas, but you will be able to attract much more (and more skilled) people to the team if you back your ideas with a vertical slice, gameplay prototype, or at least a sample of art (if you're artist). This is obvious, but compared to Nebo and Arid, having that early art really made difference.
- Vary tasks. Try to develop things in balance. For example, switch between game design and programming (or art). For every huge task you finish, do few small ones. For every boring one, do a fun one. It will help with morale and reduce risk of burning out in the long run. Without this trick, doubt I would be able to work on a single game for an entire year.
- Stay healthy, know when to rest. This is another common indie advice that is well worth following. With physical exercises and a designated holiday (Sunday = no work), I was able to work 80-hours weeks and feel good about it.
- Go for unsaturated markets and interesting ideas. This is a guess, since Grendore didn't get released to test it out, but I'm willing to bet that aiming for a niche market (or creating one yourself) is the way to go for a small PC-oriented indie. Besides, regardless of your project's finished status and financial success, did you really went indie to make a game about damn zombies?
- Share your progress. Displaying work-in-progress stuff from Grendore allowed me to showcase the skillset, build a network of contacts and resulted in several well-paid work offers down the line. And as far as I know, no one even stole the game idea!
What went wrong:
- People and motivation. With proper approach, you can get a talented individual (or several) to collaborate with your project on royalty basis. But that's the easy part, the hard part is keeping them motivated and productive. I'm unable to offer any insight on this challenge. My personal solution (which I employ in current game project) was to learn programming myself. :)
- Development Momentum. It is important to keep the development going. Adding new stuff, even if it's small features or props, but at regular intervals. Daily, or at least every other day. Because of day-job crunching, development momentum for Grendore's art/design was lost several times for up to 2 weeks at a time. This really impacted the efficiency of work after the gap. I assume that programming would be more efficient as well had we been able to keep the momentum going.
- Don't mix iterative development and uncertainty. It's NOT iterative development if you have no clue what to do next and try all things possible. Experimenting to find best gameplay mechanics etc is fine, but this should be done before production starts. If you can't do this yourself (due to lack of skills), then either invest into part-time programmer, or get a similar middleware and learn some programming - it's not that hard and takes only few months. If you skip this phase, then during development time will be spent reworking design (and possibly scrapping content!). It's painful, and if it involves scrapping content made by other people, it's a recipe for trouble in the (not paid for this yet) team.
- Rats. Should've added some rats to the game.
Alright, that's a fucking Great Wall of text. Next post will describe post-Grendore adventures, including development of multiple prototypes in UDK and learning Unrealscript. I'll write about it sometimes later when fingers stop bleeding. Bye!
P.S Oh yeah, and all the art made for Grendore? I would love to sell it on Unity store, but there's no such thing in UDK. So it just stays unused, waiting for project's revival or a wealthy buyer. Contact me if you're interested in shitload of medieval/steampunk assets for UDK!