I am ever trying to learn the art of Game Design through trial and error, or as I like to call it, error and error (which if you learn by making mistakes is twice as efficient).

One element of the design process that routinely throws roadblocks up in my path is the graphical development.  When you start making your game, it is inevitably not going to look like a polished game unless you’re making text only interactive fiction, and even then you might end up changing the font.  This is unavoidable and is something that you shouldn’t be worried about, but there’s a balancing act here whereby you need to get it looking like something you’re at least partially happy with, otherwise you’re not going to work on the game at all.

I am awful at working on things at the best of times, but I so frequently get stumped by the issue of working with placeholder graphics.  I want the game to look like its polished state from phase one and that urge can damage development and general productivity.

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Chaotic Tortoise Studios (CTS) is an indie games development studio that exists largely only in my mind.

I like this sprite. This sprite is not a problem. I will probably post this sprite a lot because I like this sprite.

I’ve always appreciated that to make a video game it takes a lot of work and mastery of several different disciplines.  Despite this, I’ve discovered that I never actually really appreciated just how much of this work and mastery goes in to making even the crummiest of games.  Never again will I outright dismiss a title as bad or worthless without first spending a bit of time checking the small minor details that I have overlooked. 

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Despite being on the cusp of launching into my career as a profeshnul riter, I’ve been doing more work on fabricating my own computer games.  Putting the two together, I intend to therefore keep an ad-hoc log of my development process / journey / odyssey.  

 I’d like to say this is with the high-minded intention of helping other no-hope-want-to-be-developers like myself, but to be honest, it’s probably because I just like the sound of my own typing.

 Additional Notes:

All development-diary-like entries will now be included under the category Chaotic Tortoise Studios, and will be prefaced by CTS, because three letter acronyms (or as I call them, TLAs) are brilliant and everybody loves them.

This is my last post in this run of “Incomplete Works” but I foresee that I will add more in the future when the following happens:

1)  I inevitably start and subsequently run out of steam on a new project.

2) I want to talk about myself again without actually directly talking about myself.

Ego - A pixelated author self insertion character.

Today’s incomplete work is therefore highly relevant as we’re on the theme of talking about myself.  Today is Ego.

Ego is a game that I have been building with the help of Game Maker , a fantastic easy-to-learn deeper-than-you-think game development environment that utilises its own very easy to pick up language and is loved by many many startup indie game developers.  I consider myself to now be a hobbiest indie game developer having made the horrendously difficult and un-enjoyable Pavlov’s Keyboard (I dare you to have fun) and now this little project.

The game is about creativity and how we often create copies of ourselves in our work.  It’s largely a reaction to a lot of my comic work where I have a tendency to draw myself as main characters, or an abstraction of my personality as the main character and it’s a trait that I know others possess as well.  Needless to say, the playable character in Ego is a pixelated version of myself just to drive the point home.

Ego is in an alpha state at present.  The basic gameplay is there, although there are a few occasional glitches that I can’t quite figure out with the sound and occasionally controls, but it’s largely just graphical and doesn’t actually break the game.

In the tradition of some of my favourite indie studios, I thought I’d offer my initial playable build for feedback and potential enjoyment.  One recent victim player got very stuck on one of the levels and started trying to solve it in a rather unusual way and I’d be interested to see if anyone else does the same.

Download Ego – Windows only – .rar file that extracts a single playable .exe

Oh, and just as a quick warning:  It’s very short at the moment.  The equivalent of a comic that has hit the ten-page mark.

Additional Notes:

Indie studio that is taking the novel concept of a completely open alpha phase:  Wolfire Games.  These are the guys behind Lugaru, and more recently the Humble Bundles, which have been an incredibly fresh, interesting and overwhelmingly well received idea.  Their open alpha involves distributing the current alpha build to everyone that has pre-ordered the game, allowing them to see exactly how the game is progressing and offers a remarkably deep insight into how these things are made.  Their site is worth a look and their blog is worth subscribing to, even if the open alpha doesn’t interest you.

I know not everyone uses windows, but really, industry standard and all.  If Steam have only just started offering things on Mac and the only other companies producing for Mac are quirky ones like Blizzard or Maxis, then I feel justified in the excuse of “I am not those stuidos”.  I can barely grasp what’s going on in the programming here and it’s insultingly simple.

Also, I’m not sure I fully comprehend what Linux is.  It sounds like some kind of cat.  Maybe an open source cat.

Today I added a new page to the site:  Games!

This is in fact for games that I myself have created.  My current project has been to try and get a game finished, and I have achieved this!  As with anyone attempting anything vaguely creative, getting projects finished is a big deal for me and even though this is a small project, I shall instead be celebrating ever so slightly this evening.

The game is called Pavlov’s Keyboard and is available to download for free.

The game is about memory and conditioning.  As an experiment it doesn’t completely work, but as a learning exercise it’s been fantastic.  Regardless, I now have the tinkering bug, so maybe I’ll get some more projects on the go and finished off.

I’ve really taken inspiration lately from the Indie Games movement and hope to join their lower-hobbiest-ranks with a bit more practise and dare I say it effort.