Now that we are coming quickly to the end of the competition, it is time to wrap up all of the loose ends and kick our puppies out the door. This is hard.
I was reading an excellent article today on Gamasutra:
http://www.gamasutra.com/view/feature/1886/production_values_the_value_of_.phpLike many excellent things, it has its share of flaws. Overall, it's quite cogent, but this passage in particular chilled me to the bone:
Producers don’t want to be the bad guy (or gal) who is only focused on the bottom-line, but when they are trying to manage a chaotic project with a shifting schedule, increasing scope, and variable resources, they often have to resort to doing what is best for the schedule in order to meet the demanding deadlines common in game development.
Shifting schedule? Sometimes can't be helped.
Variable resources? You work with what you can get.
Increasing scope? Hold on a [bleep]ing minute!
If your project is in jeopardy, if you have even an iota of uncertainty about its viability, what you really ought to be doing is examining every bit of design to see what you can safely remove. If anything fails to improve the experience for the player, you may want to just rip it up, out, and cast it away. If it's a feature you're fond of but it doesn't work in *this* game, then gently save the code for the *next* game. Even though modern game teams like to list all the features of their games on the back o' the box like gruesome trophies, that has surprisingly little to do with how successful that game will actually be.
So, what have I been doing?
Reducing.
I started on YAGS (Yet Another GUI System), but got bored. Today, I decided that I would be a cheap little cheat and just recycle the portal system from a Game Maker shmup that I never released. Instead of a real menu, I just have the player move the ship over a sprite that warps them to a given level.
Tawdry? A tad.
Does it work? Yeah, it's okay.
I also dropped a main weapon, a boss, and probably quite a few levels.
The remaining game will probably be quite a bit more bland and small in scope compared to what I originally planned, but I think that the result will still be a solid little demo. I can always release voidSniper: Full Bore or something, which has more content.
I don't really want
what is best for the schedule
; I want what is best for the game.