So lately I’ve been in a bit of a rut, I’ve tried to participate in a bunch of game jams and competitions, but haven’t really had the motivation to do so.

After a bit of introspection, I’ve realized that the reason for this is a lack of passion.

At the beginning of 2012, when I first started taking game development seriously, I was passionate about making any game at all, simply because it was a new experience for me.  Now that a year has passed and I’ve made several games, I’ve found that I can’t become passionate about just any project, there are some ideas I’ve had for a long time that are really calling out to me.

It is for this reason that I’ve decided to dedicate the rest of the year to the development of one such idea, a virtual pet game/music visualizer called Audiovore.  I’m not yet ready to talk about the details of it, as I’m still working them out, but I’m really excited to be working on a larger project; especially one that I first conceived back when I was in high school!

Since I don’t like to do posts without at least one image, here’s a little bit of Audiovore concept art:Thanks for reading!  Leave me a comment so I know that someone actually reads this!

4 thoughts on “Passion

  1. I know how that goes, Kyle. Sometimes I feel like I’m in such a rut about my writing or my chiptuning. That’s one of the reasons I asked you for those parameters (the bpm, the key, etc.). Sometimes it helps to put boundaries on yourself so that you have a space in which to work and build something cool.

    That aside, I’m eager to see what you do with this project. I hope it becomes something big :3

  2. Game jams were more exciting for me in the beginning as well. I remember being completely blown away by what Notch was able to pull off in two days. Now I can see more of the patterns and the resulting games are rarely interesting for more than one minute.

    Then again, I’m still convinced that it’s possible to explore that space in many interesting ways.
    I see music and paintings as an ideal in that respect. Many fantastic artworks and songs have been created in two days. Maybe there is a way to do the same thing for game jams. Obviously it’s stupid to try to compete with fully fledged games. All you get is an annoyingly predictable game with tons of shallow filler. Jam games should embrace their nature.

    Of course there are some more problems with game jams. They dictate the date and theme. What if you’re not inspired? What if all of your good ideas don’t fit the theme? You’re screwed and start asking yourself what value a jam has to offer.
    It shouldn’t be all that you do.

    I think it’s cool that you take on a bigger project, though jumping from 2-7 day projects to a one year project is quite hefty. Most projects take way longer than you think. The last project that I wanted to finish in a week took me a couple of months (it wasn’t a game).
    For the sake of getting something done, quickly learning from feedback, and not getting burned out, I’d say scale down your scope.
    Also, the more you learn, the better your project ideas will get.

    In any case, all the best.

  3. Thanks for the nice comments everyone!

    Watching Notch is also what got me excited about game jams!
    I feel there are a lot of interesting things that can be explored in the short-term, low-risk game jam environment. However, like you’ve said, a lot of people just like to stick to simple, easy designs. I personally try to make something unique and complete with each of my jam games. (And I know you do too!)

    Since I love to both play and design very short games, most of my ideas lend themselves well to the game jam environment. Because of this, and my lack of experience, I haven’t felt compelled to work on something larger. Audiovore is an idea that I simply haven’t been able to stop thinking about for years. Now that I have a sufficient amount of experience with making games, I really can’t stop myself from making it!

    The whole “one year” thing was just a loose estimate on my part. Design-wise, Audiovore is a very simple game. It does have a number of technical and artistic hurdles for me to overcome, but these are essential to the experience and cannot be removed. My plan is to slowly chip away at it, and when it’s done it’s done. I’m going to be making a flash version first to test and refine the idea, then once that’s done, I’ll consider porting it to Objective C. It’s always hard for me to find time to work on games, as I work full-time and go to school, so I try not to set hard deadlines.

    I really appreciate your feedback!

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