So as you might be able to tell from the relative lack of activity on the site of late, we’re pretty busy with something? What is it, you ask? Well, we’re not quite ready to spill the full set of beans yet, but it’s a game. Yes, a video game. For a console. Ah, but which console, you ask? The answer should be fairly obvious, of course, since only one console offers official support for Indie games: Xbox 360, specifically the Community Games service. More details to come later.

Beyond that, however, I have to tell you that the process to date has been incredibly educational. While we’re making excellent progress to date we’ve had a few hurdles, not the least of which was simply finding enough time in everyone’s busy schedule (all of us have lives and jobs that don’t include this process, an unfortunate by-product of the need to eat). Among some other challenges, though, are things you wouldn’t necessarily realize are as difficult as they are. For starters, defining an appropriate art style was incredibly difficult, and our very talented art crew has worked really hard to come up with a look that is both unique and interesting while still being very professional. We’ve looked to some great classic titles for reference, but we’ve also been very inspired by a lot of the hand painted “retro” stylings of upcoming titles like the A Boy and His Blob remake for the Nintendo Wii.

Another point of much difficulty is simply the design aspect, especially in nailing down a lot of concrete details. Working on that angle comes with its own set of worries, many of which for me are wrapped up in the desire to not be a dictatorial asshole, so I try to make sure and get as much input from the rest of the team as possible on anything I do. This has a benefit in that we’re able to come up with some really cool ideas by bouncing things back and forth off each other, but the drawback is that the process can come to a complete crawl for long periods of time while we’re busy hashing out the pros and cons of everyone’s ideas.

Probably the biggest mistake I’ve found myself making is that we didn’t firmly nail down enough of our gameplay specifics prior to beginning work on some of the art. Luckily this hasn’t cost us much time, however, it could have been a major problem, especially if ours were a bigger production. I’m actually only just now nailing down a lot of the last specifics, thanks to input from the rest of the team, who’ve had some really brilliant ideas that are both unique and have the potential to be a lot of fun (and let’s face it, if you’re game isn’t fun, it’s not much of a game). Luckily our project isn’t overly huge or complex (in fact, I enjoy the relative simplicity of the concept), so we should be back on schedule before too awful long.

And so, of course, this is where I ask if anybody in the Indie Community has thoughts on this process of game development, and what your experiences and lessons might be. As we move forward I’ll continue to blog about our progress and process, trials and tribble-ations, and hopefully we’ll be able to help some of you other indie’s avoid some of the mistakes we’re bound to make along the way. At this point the best piece of advice I have to give you is just this: accept that you’re going to make mistakes, you’re going to be wrong sometimes, and don’t bother worrying about these facts. Just try to learn from your flubs and move forward the best way you can manage, and you’ll do just fine icon smile Blogging the Process

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