Week 2
DigiPen is a very busy place with sudden demands. For example, delivering a concept presentation for the game we're going to work on for the semester (and likely year). For me, I had two (technically three) options. First, I could stick with Steve Rabin's AI project and hold out on concept presentation until that team has something more to present. Second, I could break off on my own and work on a solo project. (Technically, there was also trying to work my way onto another team - but given the nature of senior year, that can be dangerous.)
Over the weekend, I really had to work on some soul searching. What do I want to do with my last year at DigiPen? What do I want to show on my resume? What do I really value in games? That last one got me thinking - Steve Rabin's AI Project is really cool, groundbreaking even, but pushing game technology is not my passion. I was being drawn in by the carrots - the chance to work with Rabin, the chance to deliver a presentation at the AI summit at GDC, fame and fortune. My passion is with games themselves - I'm here to make good games. Working with Rabin would have been a form of selling myself out.
Within an hour after my decision, I had a prototype (yay for ProjectFun) of my current project. Blankie is about hiding under a blanket. It'll be a cute and simple game, appealing to a wide audience. I plan to make it in Flash - because quite frankly learning Flash sounds like a good idea. I did go over other technologies that I could make this in, including Unity and XNA. Unity is up and coming, but we'll see where it is at the end of the semester. XNA sounds like it would be easy enough to pick up elsewhere. Given the difficulty I had finding people that know Flash at DigiPen, it will really help me stand out. Also, I can throw my game up on my website once it's in a playable state and start getting feedback from online playtesting.
There is precious little time at DigiPen, but we do actually have some extracurricular activities - which brings me to Club Day. Held early in the year at DigiPen, Club Day allows us to advertise clubs and student groups to incoming freshmen, and for new clubs to form up. I took over for Producer Club last spring, so it was up to me to advertise and get things set up. It went pretty well, but while in Pascal I couldn't help but notice that the DigiFunk had struck again.
Sunkist stains are the worst. Maybe it's coffee?
Week 3
I developed an overview of my development cycle for Blankie over the weekend, giving me a heads up on how I was going to pull off a solo project. Having a team to back you up makes a project exponentially easier to complete; you have someone to rely on when your productivity slumps and vice versa. As part of a team, there are others depending on you and driving you forward. It's quite a difference being on your own. Luckily, my roommates helped out by suggesting that I look into what my other classes would be up to during development (particularly weeks 7 and 8 - two of the hardest weeks at DigiPen). Those weeks are littered with projects and midterms and milestones. It's not pretty.
Boerkoel's homework was a thorough kick in the pants - as to be expected. It took hours to develop a solution to a single question on the homework, which, having missed one piece of information, was entirely wrong in the end. Proofs are not my strength in the least - in fact, I'm horrible at them, and they made up the first half of the homework. It's not pretty.
Producer Club had its initial meeting on Wednesday - which none of the interested parties from Club Day showed up to. Well, that's not true. One of the veteran members did show up, but we've come to the conclusion that we don't really have time to run a club. As such, we've decided against regular meetings, but still would like to run specific events (in particular, GDC preparation and post-mortem, mock interviews for producers, and there was mention of more in depth Myers-Briggs).
Then there's researching Flash. First of all, the official tools to develop for Flash cost about $300, which is out of my budget as a poor college student. Then there's the tutorials and/or lack thereof. All of the Flash tutorials I've found this week are scattered and unorganized. I was hoping for something more along the lines of cplusplus.com, but there doesn't seem to be anything like that. Just heaps of garbage with hidden gems - all of which assume you're proficient in the Flash development tools.
The free stuff, Flex, is much more affordable, but even more difficult to come across a decent tutorial. Whereas one site (again, a hodgepodge of instruction of varying degrees of quality) had about 250 Flash tutorials, there were 23 Flex tutorials - all of which were horribly written. Finally, after four hours of digging through the internet, I came across this, a lovely tutorial for Flex 2.0. While old, it's still quite applicable and shows me the key concepts I need to make a simple 2D platformer (or rather, teaches me how to actually get a sprite on the screen, which I can figure out the game logic from there).
There is hope for Blankie after all. Just four hours worth of digging to find that shining jewel.
And as a funny note, apparently the spell checker here seems to think Sunkist is a word, but platformer isn't.
I developed an overview of my development cycle for Blankie over the weekend, giving me a heads up on how I was going to pull off a solo project. Having a team to back you up makes a project exponentially easier to complete; you have someone to rely on when your productivity slumps and vice versa. As part of a team, there are others depending on you and driving you forward. It's quite a difference being on your own. Luckily, my roommates helped out by suggesting that I look into what my other classes would be up to during development (particularly weeks 7 and 8 - two of the hardest weeks at DigiPen). Those weeks are littered with projects and midterms and milestones. It's not pretty.
Boerkoel's homework was a thorough kick in the pants - as to be expected. It took hours to develop a solution to a single question on the homework, which, having missed one piece of information, was entirely wrong in the end. Proofs are not my strength in the least - in fact, I'm horrible at them, and they made up the first half of the homework. It's not pretty.
Producer Club had its initial meeting on Wednesday - which none of the interested parties from Club Day showed up to. Well, that's not true. One of the veteran members did show up, but we've come to the conclusion that we don't really have time to run a club. As such, we've decided against regular meetings, but still would like to run specific events (in particular, GDC preparation and post-mortem, mock interviews for producers, and there was mention of more in depth Myers-Briggs).
Then there's researching Flash. First of all, the official tools to develop for Flash cost about $300, which is out of my budget as a poor college student. Then there's the tutorials and/or lack thereof. All of the Flash tutorials I've found this week are scattered and unorganized. I was hoping for something more along the lines of cplusplus.com, but there doesn't seem to be anything like that. Just heaps of garbage with hidden gems - all of which assume you're proficient in the Flash development tools.
The free stuff, Flex, is much more affordable, but even more difficult to come across a decent tutorial. Whereas one site (again, a hodgepodge of instruction of varying degrees of quality) had about 250 Flash tutorials, there were 23 Flex tutorials - all of which were horribly written. Finally, after four hours of digging through the internet, I came across this, a lovely tutorial for Flex 2.0. While old, it's still quite applicable and shows me the key concepts I need to make a simple 2D platformer (or rather, teaches me how to actually get a sprite on the screen, which I can figure out the game logic from there).
There is hope for Blankie after all. Just four hours worth of digging to find that shining jewel.
And as a funny note, apparently the spell checker here seems to think Sunkist is a word, but platformer isn't.