A whole roguelike in only seven days!

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So, theres this thing called Seven Day Rogue-like. (or 7DRL for short) It’s a friendly challenge held once a year to produce a game in the genre. I won’t go too much into what a roguelike is, as that can easily be satisfied with a Google search, but I will say that I am working on an entry called “Super Legend of DiveDive” (Dumb name, thats what you get when you name something before you start working on it.) Its basically a roguelike modeled after the dungeons from Zelda 1. “But wait,” you say, “Isn’t Binding of Isaac already a game?” Why yes, you irritatingly attentive little boy or girl. But this game is EXACTLY LIKE ZELDA! Just look at this screenshot up there!

So, please excuse the work in progress, but I would love to allow you an “early access beta” to try out DiveDive. (everybody’s doing it these days!) And if you buy in now, you can get it for the low low price of $0! (That’s €0 for you Youropean types)

DOWNLOAD THIS SHIT MAN! (It’s like 8.8MB of pure mindboggling beta software, all wrapped up in an easy to unzip package, haha I said package)

Features music by Kevin MacLeod, used under Creative Commons license.

An experimental “game”

As you may know if you follow me on twitter, I am currently working on a side project. It is still very early on, so I won’t really say much about it yet other than it is a sci-fi game coming out of a love for the pacing of Alien and 2001: A Space Odyssey, the characters of Firefly, and the sense of freedom and exploration in Super Metroid.

I have started working on this new project for a few reasons, most of which I wasn’t conscious of when I began. The biggest reason is that I am straight-up burned out when it comes to working on Duet. I have been working on it for somewhere close to three years now, and it is still far from finished. I am not very technically skilled when it comes to game development, primarily from a lack of experience. This makes it difficult to implement even relatively simple features in a appropriately simple way. Although Duet is a small game, with only six worlds and somewhere around an hour and a half of playtime, it is still extremely ambitious because of the level of polish required for a beautiful HD hand-painted world that feels alive.

I have learned a lot of things over the past 3-4 years. One of the best lessons I have learned is how unbelievably hard it is to finish building a game, even what you think is a small one. Duet is not finished. It is not even remotely close to being finished. Looking at the state of the game in comparison to the length of time it has dominated my thoughts makes me feel like a failure. I don’t know how to see the good things in it anymore, all I see is an incomplete game which I am taking way too long to complete. I still believe in the idea of how great the game could and should be, but I find it increasingly hard to see a clear path from here to there. That makes even thinking about opening up the code for Duet a pretty draining thing.

A good piece of advice I have heard for beginning game designers is “think of the simplest possible form of your idea, then make it simpler.” I would add, “and then make it even simpler than that.” This is much easier said than done, of course, since it can feel to a young designer such as myself that simplifying an idea necessitates compromising the vision. However, the past few years have made something clear to me: lack of experience is the number one thing that will kill your game. The reality is that you only get better at things by doing them, and that includes completing games. Since I have spent most of my game development history with a level of ambition far beyond my ability to achieve, I have gotten quite good at being stuck in the middle of development on a game, and have next to no skill at finishing them.

i have been making games for 14 years, so why have I never released anything? Because I haven’t been trying. Oh, I’ve worked pretty hard on a lot of projects, but I am never considering how I’m going to be able to complete them as part of my grand visions. This is a pretty big oversight on my part, because games can balloon very quickly into being much bigger and more complex things. It’s easy to keep dreaming up new features, new locations, and new characters without even contemplating or understanding how much work you are adding in order to reach a state of “completion.”

As an aside, but giving more context to my predicament with finishing projects. I usually exist in one of two modes: I either tie my self-worth to my productivity and feel terrible about myself all the time because I’m mostly unproductive apart from the rare moments when my self-loathing actually inspires me to get a little bit of work done, or I don’t care whether or not I do anything creative or useful or career-building, and so I don’t. It is very difficult to find a middle ground.

So, what was the point of all this?

Duet is on hold until two criteria have been met: First being that I feel like I can actually finish the project without having to compromise the vision. And second that Erik is not working full time on a different project which actually pays for his living expenses.

In the mean time, I want to make more games, and start getting better at finishing things. This new project is already ballooning like crazy in my mind, but I’m cutting it down as much as I can. Realistically, I can only really excel at one thing per project with my current level of skill. That naturally limits the scope or appeal of a project, but I would be much happier with a small but complete game that I can show everyone than I am with a much more ambitious game that is so half-baked that I’m embarrassed to even show screenshots of for fear of letting on how incomplete it is.

As part of this goal to finish more games more frequently, I’d like to make more games under limited development timeframes. Consequently, I actually did make a full game in around 4 hours this past week, so I’d like to post it for you to play and maybe even give some feedback. It’s super experimental, and you probably wouldnt even call it a game. But it is at least, a complete experience:

Experiment Number 89

Click here to download. (.ZIP 8.9MB)

Created with: Game Maker 8.1 Lite (apologies for the watermark, as I haven’t paid for the software)

Uses great spooky music by Kevin MacLeod, licensed under the Creative Commons Attribution License.

dunceCast Episode 19 – Going Off The Air

Dis weak on de duntscast. We talk about the big PS4 reveal, just like every other video game podcast on the Internet. We also do our typical whatcha been playin/watching/eatin segment, where we discuss Firefly and To The Moon. There is much arguing to be had in this episode.

SPECIAL NOTE: This may be the final dunceCast, as we are putting the podcast on hold for some personal reasons. We may be back sporadically or not at all. It’s been fun, nonexistent folks!

Direct Download (mp3 38.5MB 1:54:24)

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The music for this week, in order of appearance:

Jocko Homo by Devo

Paper Dolls by 4mat

dunceCast Episode 18 – The Godfather Part 0

This dunceCast, we learn the secrets of the Diddler in a new episode of Assman and Outhouse Boy. We discuss next gen consoles and speculate about design possibilities and dystopian rumors. We delve into what we’ve been playing with Closure, a bit of Zelda 3, some Earthbound, and a smidgen of Dead Space 2. We have an in-depth discussion about the importance of buy-in in enjoying things. Also, a first impression of The Godfather. (Yeah, yeah.)

Direct Download (mp3 41.7MB 2:03:30)

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The music for this week, in order of appearance:

Asterisk by Bored with Four

Granite by Pendulum

I Remember by deadmau5

dunceCast Episode 17 – Next-Gen Nightmares

This week on the dunceCast, we start off-schedule and stay off schedule. (What? We had a schedule?) We talk about the possibilities for next-gen, discuss the meritocracy of the Zelda series, delve into our dreams and nightmares with Little Nemo and Slenderman. We also discuss Hitman: Absolution and Antichamber before collapsing of exhaustion.

Direct Download (mp3 28.7MB 1:26:13)

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The music for this week, in order of appearance:

A Ghost Pumpkin’s Soup (Pumpkin Hill) by Knuckles

Ice Floes by +/-

dunceCast Episode 16 – Dear Outhouse Boy…

Have no fear! The dunceCast is here, bringing with it the next installment in the Assman and Outhouse Boy series, and a special message from Isaac Clark. We discuss what we’ve been playing, including Deus Ex: Human Revolution and Dead Space. That’s about it, but don’t be discouraged, have a listen and use the extra free time you get from a shorter dunceCast to think of extra inventive ways to kill yourself!

Direct Download (mp3 26.9MB 1:19:00)

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The music for this week, in order of appearance:

Spasm by Peach gb

The Country Song by blink-182

dunceCast Episode 15 – Sense of Place

Today, on the dunceCast: a new episode of Assman and Outhouse Boy stumbles out the door. A short IMDB rabbit hole. We talk about games we’ve been playing, including Sonic Generations and Far Cry 3. We argue about the merits of sitting around doing nothing all day, and then talk about the best atmospheres and worlds we’ve discovered in games.

Direct Download (mp3 42.1MB 2:07:56)

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The music for this week, in order of appearance:

Make it Bun Dem by Skrillex and Damian Marley

Prison Sex by Tool

dunceCast Episode 14 – Enter The Assman

This dunceCast, we premiere the first episode of Assman and Outhouse Boy. We share some Fergie Facts, and somehow discover the Seven Degrees of Jeff Goldblum. We compare some entries in the Metroid series. Davie realizes he don’t care it’s good. We tell a tale of two Far Cries, while David gets too drunk to podcast. Matthew declares Metal Gear Solid 3 is the best MGS, and discovers Alien 3 isn’t shit. NJoy!

Direct Download (mp3 40MB 1:29:35)

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The music for this week, in order of appearance:

Snake Eater from Metal Gear Solid 3: Snake Eater

We Are by Vertical Horizon

A sound effect in the Assman sketch which requires attribution:

Red Shouldered Hawk by Tony Phillips

dunceCast Episode 13 – If It’s Any Console-ation

This week the dunceCast is horribly off the rails right from the beginning, but we still find time to talk half-heartedly about CES and the deluge of so-called “consoles” announced there. Don’t despair though, for we have assembled a short list of things to look forward to in 2013. (Or at least what Matthew is looking forward to.) There is a wistful discussion of the perils and wonders of Dungeons and Dragons, and how it differs from video games. We read our first email live on the air, and we crash and burn shortly after.

Direct Download (mp3 27.9MB 1:21:43)

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The music for this week, in order of appearance:

Look Down from the 2012 Les Miserables film

Welcome Home by Radical Face