This is my game making site. I've been making experimental game prototypes for a while now and I will try to release a game every month.
- MenuCity (1092 downloads)
- Bugger (899 downloads)
- Jonas IceCream Stand (614 downloads)
- The Chronicles of Bim: The 100 Fake Afros (424 downloads)
- Black and White (390 downloads)
- A Geek Valentine (319 downloads)
- Balls (293 downloads)
- Beebop The Island Hopper (164 downloads)
- Where's Teddy? (100 downloads)
- Where's Teddy?
- Game Design Analysis: World of Goo
- Generating ideas
- Competition Feedback
- Postmortem: Beebop The Island Hopper
- Beebop The Island Hopper
- Dream Games (1)
- Feedback (1)
- Game Design Course (3)
- Game Making (3)
- Games (10)
- General (2)
- News (6)
- Postmortems (7)
- Prototyping (2)
- Puzzles (1)
- Themes (9)
- Timeline (1)
- Walkthroughs (1)
- Webpage (4)
- Beebop The Island Hopper
- The Chronicles of Bim: The 100 Fake Afros
- The games that make me who I am
- A Geek Valentine
- February gets Themed: Rejection
- Jonas IceCream Stand
- June 2010
- May 2010
- April 2010
- March 2010
- February 2010
- January 2010
- December 2009
- November 2009
- October 2009
- September 2009
- August 2009
- July 2009
August 4, 2009
Postmortem: Balls
So it's been what? Two, three years since I discovered the art of programming and I haven't made one single game?! Well now I'm not counting the visual basic nightmare mastermind I made a long time ago but a real game. Whatever that means. I've had these monster-projects;
- point and click monkey island style adventure game - the beginning c++ adventure for me. Kinda harsh start up don't you think? I thought so too - it never got anywhere near completion or playability.
- another heavy game - think fully destructible environment. Need I say more?... No.
- the Game Engine - the project everyone dreams of making games ends up doing and either discover it didn't amount in anything playable, which I did, or you'll end up thinking creating games is extremely hard and it'll take years for just a small game.
- the Dream project - I've been thinking of making a few posts about the games in my dreams. Which I'll most certainly complete! Sometime... Maybe...?!
Somewhere about now I got interested in Indie games. I think World of Goo was the first but I'm not really sure. Maybe armadillo run or bridge builder? Damn! I couldn't even google the link to bridge builder aka pontifex 3 - all I found was a thousand torrent sites...
But what I did find was kloonigames, some guy who did the same thing I'm doing. Or I'm doing the same as him: following the footsteps of the Experimental Gameplay Project. Making a game in 7 days, something surely impossible, and I haven't even made any game before! Oh crap! But as Petri (kloonigames dude) so elegantly put it:
My experiences told my that creating, even a small, game takes months, if not years. So to do it in 7 days seem frightening. And not only the code, but graphics, music, sound, levels and all things included. I shit my pants even thinking about it and almost gave up. Luckily I realized that the worst thing that could happen (beside shitting my pants) was wasting a week of my life. I could do that easily with a Buffy the Vampire Slayer marathon.
And here's a summary of my first ever game Balls. It's available here for download.
The Good
- I got it done!
It seemed impossible and it scared the hell out of me. But I made it!! Aaah... It feels so good right now. And the game is actually pretty fun! It doesn't suck, it doesn't crash (but it's a bit buggy) and I can sort of say I managed to stick to my theme Addictive Gaming. Now with this over with I can focus on my next game. Not just now but in a while, now I'm confident to try new, bigger and hopefully better things and I know I can pull it off!I'm on top of the world! Nothing is impossible! Superman and Neo - you're just sooo jealous right now.
- It didn't even take long...
I end up using timelog from kloonigames to track my time. The game took 25,5 hours to make, but I spent 7,5 hours of that time on a break! Either reading manga, playing cs or just surfing around and chatting. This isn't the time to nag about my lack of concentration and that I'm lazy, this is where I realize I didn't even work myself to death making the game. I could afford a break here and there, and now when I think about it they were really necessary. - Pressure is good
I did manage to implement some physics and collision detection, even though it's really simple. This was a first for me and I did it under a tight schedule! A coincidence? I don't think so, a small amount of pressure is really really good. It is during these times I'm most productive and I really do get things done if I have to.
The Bad
- The motivation didn't stick
Although I made the game and it was pretty good I didn't even remotely invest as much time in it as I could - and I don't know why. I lost that super motivation pretty early in development and when I hit a bug or something that needed a lot of changing to implement I usually cut corners or just ran away screaming.Is this the every day life of a developer? If it's this though to get motivated wonder how you can motivate yourself working on a shitty project?
The Ugly
- The code
Wow - I'm never showing the source of this to anyone! I tried doing the things which would make the game nearest completion, I did cut some corners but in the end the job is done. But it's really ugly and before reusing the code I'll need to clean it up a lot!What's that smell...? It stinks of smelly code!
Posted by Jonas Hietala in Postmortems | Tagged Postmortems, 7days
Spelar ingen roll om du visar OSS koden, vi fattar ändå inget. Eller lite förstår man ju men de flesta här ser ju det som "high tech"... Fast vem vet om du har nån uberpro programmerare som kikar runt här :O

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