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I've been making music for ten years. Creative flow is rarely short stocked, but this is the first development endeavor where I've been able to limit myself to to one project. Being an ideas-minded person, it's easy to come up with a few creative outlets before breakfast. The difficult part is choosing one and seeing it to the end. It had been years since I tried to use a development tool, but here I am, still nearly lost in the water, trying to pump out ONE game.

I've learned a TON that I'd never expect myself to retain even a couple of months ago. It's very exciting knowing I am creating something I know will give others a fun, engaging experience. The official start date for the development of Greyworld began on October 8th. All of the artwork, music, coding, promotion and production is done by myself, Jesse Van Atta. If you have any questions or feedback, please leave a comment or message me privately.

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A great expanse

cardboardmoon Blog

I'm visualizing the game larger and larger as each day goes by. When I first started, I thought I would go the bare bones route and focus entirely on learning the code for mechanics, expecting to use placeholder art. That plan was soon abandoned, for two reasons: one, I was getting frustrated with the minuscule progress I was making with code and wanted to break away from it for a while. Two, I'm a visual and audio artist first. I couldn't last long with the single color square that slides in different directions. Nothing I was doing felt right or even felt good. I was getting worried, because like many other projects I've tried to tackle in the past, I was close to giving up.

I fixed this uncertain and uncomfortable feeling by adding variation to my developing "routine". It's in quotes because I doubt I ever hit the same order of operations twice. When I open my project, the first thing I do is run the executable. Refresh myself with what was bugging me last time I put it away. If that thing just still irks me, or if researching a possible solution sounds like a huge headache, I go straight to the sprites. Your sprites can always improve. If you are not using a technique called dithering in all of your pixel sprites, read up and make those babies juicy: En.wikipedia.org

If you are stuck on a code problem or lacking inspiration for your art or mechanics, my best suggestion is to think back to your kid years, between 6-13. If you're my age, that's about the mid-90s to the early 00's, which means I'm thinking about the Gameboys, the SNES and the N64. Pioneers. Basically the Columbus, Washington and Magellan of gaming. I digress - I think back to those consoles. and the games I played the most on them, and why I loved those specific ones so much. Usually I'll replay a game or two (for less than ten minutes, this is important) and try to note:

- the things that catch my eye the most and why

- the behavior of enemies/moving objects

- how clearly the goal of the game is represented regardless of my prior knowledge

- what makes the art look believable

When I say believable, I'm talking about implied detail or implied lines. The phrase refers to a technique present in most commercial pixel art and animated sprites. The idea involves "tricking" the mind into "seeing" more detail on, a character, for example. Here's a link to a very in-depth tutorial/essay on pixel art and making it look beautiful (don't shake your head cause it's from 2007... amazing tips here!): Yarrninja.com


Anyway. I was talking about the great expanse that I want this game to be. No, not open world. I'm not sure if there will be a completely linear world/level direction, or if you will need to backtrack to complete certain parts properly. I'm a huge Metroid fan, but also know the story to the game (at least, for now) seems very linear and I'm unsure about it's adaptability to a Metroidvania aspect. We'll see. For now, I'm still just getting a lot of the second-tier mechanics in. Thanks for reading.

About Greyworld

About Greyworld

cardboardmoon Blog
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