My first TGB Game production begins.
by Brian Hunter · 07/06/2006 (9:12 am) · 2 comments
The challenge to myself:
Find a video game concept that I would find entertaining to make learning the in and outs of game development both easy and enthusiasm-maintaining as possible with the following elements; 1.) Minimum animation required since I am the only artist, 2.) graphical elements that could be reused/instanced several times throughout the game again since I am the only artist, 3.) simplistic coding requirements since I am the only programmer and do not have an extensive background in programming (read : I have to learn everything for the most part), 4.) simplistic sound effects requirements cause I have absolutely zero experience in developing sounds for games, 5.) make as much use possible of the already coded features in TGB to help speed up development time.
This proved to be a two weeks times decision making process that changed twice.
First concept was a top down shooter - I love them so my enthusiasm would be maintained and met with most of the requirements. However there is a lot of transitional elements to that game and a LOT more art involved than I wanted to start with in the learning process.
Second concept was a "minigame pack" sort of game with simple games like moving jigsaw puzzles, connect the dots, things like that. This concept barely got off the ground on fact of as I went to thinking about what games I could make the third and final concept came about.
My third, and final, concept turned out to be a game that I have said for years now, "You know, someone needs to make this game" and had totally forgotten about until yesturday. And doubled encouraging is that it meets my requirements I set down for myself for my first game so that I could learn the engine and development while making an actual product that at very least I could use in a portfolio.
My game will be an over-the-top entertaining set of pachinko games.
For those few that dont know what pachinko is, it is a fairly ancient Japanese arcade game that involves sending little metal balls down at different angles and speeds in a peg-and-slotted playing field in attempts to get the balls to fall into the slots to accumulate points and such things. If memory serves me the Japanese even use this game as a sort of gambling device that you can win cash off of. One way or the other the game will be quick to develop and has the potential to be a really big hit if my thinking turns out right about how people will enjoy the way I intend to make it entertaining for the purposes of having it as an "at home video game".
I will be blogging my path to success with my new pachinko game here.
Let the journey begin.
Find a video game concept that I would find entertaining to make learning the in and outs of game development both easy and enthusiasm-maintaining as possible with the following elements; 1.) Minimum animation required since I am the only artist, 2.) graphical elements that could be reused/instanced several times throughout the game again since I am the only artist, 3.) simplistic coding requirements since I am the only programmer and do not have an extensive background in programming (read : I have to learn everything for the most part), 4.) simplistic sound effects requirements cause I have absolutely zero experience in developing sounds for games, 5.) make as much use possible of the already coded features in TGB to help speed up development time.
This proved to be a two weeks times decision making process that changed twice.
First concept was a top down shooter - I love them so my enthusiasm would be maintained and met with most of the requirements. However there is a lot of transitional elements to that game and a LOT more art involved than I wanted to start with in the learning process.
Second concept was a "minigame pack" sort of game with simple games like moving jigsaw puzzles, connect the dots, things like that. This concept barely got off the ground on fact of as I went to thinking about what games I could make the third and final concept came about.
My third, and final, concept turned out to be a game that I have said for years now, "You know, someone needs to make this game" and had totally forgotten about until yesturday. And doubled encouraging is that it meets my requirements I set down for myself for my first game so that I could learn the engine and development while making an actual product that at very least I could use in a portfolio.
My game will be an over-the-top entertaining set of pachinko games.
For those few that dont know what pachinko is, it is a fairly ancient Japanese arcade game that involves sending little metal balls down at different angles and speeds in a peg-and-slotted playing field in attempts to get the balls to fall into the slots to accumulate points and such things. If memory serves me the Japanese even use this game as a sort of gambling device that you can win cash off of. One way or the other the game will be quick to develop and has the potential to be a really big hit if my thinking turns out right about how people will enjoy the way I intend to make it entertaining for the purposes of having it as an "at home video game".
I will be blogging my path to success with my new pachinko game here.
Let the journey begin.
About the author
Nostalgia, Interactivity, and Entertainment!
#2
Gambling is illegal in Japan, so they have a work around. You win balls, which you trade in for prizes. Then you go outside to another booth and "sell" the prizes back to them.
07/06/2006 (8:19 pm)
I'm in Japan right now and Pachinko is VERY popular. Some places have way too many pachinko parlours. Within 1 minute of walking from the local trainstatin, you can find about a dozen pachinko parlours. Gambling is illegal in Japan, so they have a work around. You win balls, which you trade in for prizes. Then you go outside to another booth and "sell" the prizes back to them.

Ajari Wilson
-Ajari-