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Plan for Tom Bampton

by Tom Bampton · 12/14/2004 (3:07 pm) · 18 comments

Because I've been struck down by a bad cold, like pretty much half the regular GIDers, I didnt take part in GID8. The GID site hasnt been updated yet for the same reason. I'm on that, though, and hopefully will get it sorted soon. Possibly right after writing this .plan now I'm thinking about it, or possibly tommorow.

Since I didnt GID, I dont have any nice screenies for you. Instead, I thought I'd write a follow on to Paul Malyschko's How Not To GID .plan, which I quote frequently as an excellent resource for first timers to GID. That was written back at GID2, we've just done GID8 now, so I'm intending this to be an update with lessons learnt in the GIDs since then. Who knows how it will actually turn out, since at the time of writing, this is all I've written ;-)

Paul's Lesson 1: Know your software.

This is still an important lesson, but I don't think it's as limiting as I used to. I think that GID can be leveraged as an important tool for learning. GID7 saw a few people using it as a way to learn more about Torque, and succeeding. Ben Bradley spent a week before the GID reading up on Flash to ensure he knew enough to be able to make his game. During GID8, he started working on a game then rushed out to buy a new book just so he could learn how to get score tables working.

This is the exact same way I learnt to code many moons ago when I was 8. I sat in my bedroom for hours on end reading what little books and magazines I could lay my hands on and just playing with code. I still believe that this is the fastest and best way to learn anything about computers. So, I edit lesson 1 to be:

Revised Lesson 1: Knowing your software helps, but don't sweat it, learn on the job.

It's a bit long, but it'll do ;-)

The rest of Paul's lessons remain relevant. However, I'd like to add the following:

Lesson 5: Live GIDs, Big Teams, Big Expectations, Big FUN!

This started at GID5. Craig, Phil and I got together at Phil's house and pilfered as many artists as we could, and even roped in Matt Summers to do some impromptu bug fixing in the gameSpace exporter. Then we pushed the boat out and aimed high. We went for a pretty wacky idea that we did from scratch (well, from starter.fps) ... all new art, and the fastest code modifications known to man. Also, most hours spent staring at a debugger to fix one small typo (onEnterLiquid was spelt OnEnterLiqiud or something like that). Expectations were high, we delivered, and the art team got far more art done then Phil and I could actually use.

GID7 saw 21-6 shoot even higher, with the largest team assembled for a GID at that point. They butchered Orbz 3 into Orbz Golf, and delivered beyond expectations. Again, their art team produced more assets then they managed to get into the game.

GID8 saw NinjaBee team up with friends producing another large team. I havent looked yet to see which of NinjaBee and 21-6 were the biggest, but it's gotta be close. They had various team members do a few hours work at different times, and it seems to of worked out well for them. I think that's a great way to get more people taking part and would love to see more of that in the future. Once again, they faced high expectations, and they delivered. Oh, and their art team produced more assets then they could use. Spot the recurring theme yet ? :)

All 3 of the large teams so far have met with high expectations, not just from the community but from themselves too, and have delivered. I hear frequently from these guys that its been intensely fun and rewarding.

The recurring theme brings me nicely onto lesson 6 ...

Lesson 6: GID is not just for Programmers, it's for Artists and Marketing Guys too

There are a number of regular artists taking part in GID. Some of them get together with programmers beforehand, some of them float around the channel helping anyone that needs it. GID Art is quick to do, which means that you can work on more then one game if you so wish, giving you even more fun. GID needs more artists taking part.

Hell, even if there's no programmers around (as happened in GID8) then you can always see what it's like from the other side and try and make a game on your own. If that means you have to use a click and play game creator, who cares ? If what you make is cool and fun and shows that you've put the work in and got somewhere, then it's a success.

Lesson 7: GID is a Team Builder

During GID2, a lot of people teamed up that had never worked with each other before. Some of those that teamed up didnt even know each other. All of these guys are still working together now, and not just during GIDs. Since then more teams have formed, and many new friends have been made.

Conclusion

I look back over the last year at what we've achieved, the fun we've had, the new friends we've made, the games (not just those made during a GID) and teams and other things that wouldn't exist now if that one day I hadn't said "I'm going to make a game today" and if Phil hadnt said "Sounds like fun, me too" ... I can't even comprehend it. Everybody should try GID at least once. If you're not ready for GID, spend as long as it takes with your nose in a book til you are. For a game developer, GID is the most fun you can have out of the sack. If you can get together with a team in one place, its even more fun.

My only regret is that those who's first GID was GID8 havent really seen all that GID is usually. I hope they will return for GID9 and see it in all it's glory.

No nostalgic look back on GID would be complete without this, the first ever GID IOTD.

#1
12/14/2004 (4:21 pm)
I would love to do a GID, but I don't know enough about art/programming at the moment :(
#2
12/14/2004 (5:08 pm)
Joseph,

I believe that if you put your mind to it and did the research you need to do beforehand you'd manage it. That is the point I'm trying to get across. Those that are willing to put the time in to learn, even if that means cramming the whole week before the GID, will be able to at least get something workable done. Sure, it probably wont be the best game in the world, but who cares ? It's a great way to learn.

On the other hand if you're the kind of person who posts "How do I do XYZ?" on the forums before even attempting to figure it out yourself, or asks extremely common questions ("Can I make with TGE?") on the forums, then its extremely unlikely that you'll get anywhere with GID.

From talking to you on IRC, I think you fit into the first category, so all it really takes is a bit of sweat and a lot of fun.

T.
#3
12/14/2004 (6:20 pm)
I used GID 7 to force me to learn PyGame.

I didn't really submit the results because it was more of a "Game in six hours" type deal for me than a game-in-a-day. But forcing myself to learn-by-doing was a great thing, and I learned a lot.

Not saying you should wait until the GID to learn either of those skills. But it's one more opportunity.

I'm learning art and 3D modeling myself. I'm a programmer. I suck at the other skills. I probably always will. But it behooves anyone serious about making games to have at least a basic skill level in these things.
#4
12/14/2004 (8:20 pm)
Spread the GID meme!

I've been snowed under with contract work, so I wasn't able to make this particular GID. I'm forcing myself to participate in GID9 because my programming experience has been shot of late, and I'm really itching to make a game that works.

I haven't attempted any programming since GID2, oddly enough. Practice, practice!
#5
12/14/2004 (9:54 pm)
Damn those spelling errors!
#6
12/14/2004 (11:03 pm)
My team has taken it a step further, and we use the GID procedure to release frequent internal "lets see if this works and is fun" prototypes for the team to comment on.

It works, and it is also a great motivator + team builder. We fortunally live close to each other, and do the GIDs live and physical :-) Its a fantastic experience and has made us very confident in the tools and that we can take wicked ideas and turn them into reality in a matter of a few days.
#7
12/15/2004 (12:45 am)
Yeah, ill too, but I'll reiterate what Tom is saying. Use the GID to push your own personal envelope that little bit further. Push you knowledge, push your motivation, push your imagination.

I'm hoping to get more students involved with GID, because its the kind of thing that students should be doing (my game students at least). Craig's a great example of this, he's helped out with a load of GID's (including my tanky one) and is definitely learning a lot.

I actually had a student take a crack at a gid this time too! :) I'll let andy post his results.
#8
12/15/2004 (4:12 am)
Its a bummer, that this GID wasnt that grand, but, well, its that time of the year. Those who werent running around on Xmas duty, were claimed by flu.
I can just echo what everybody else has been saying. The best thing is the absence of slacking, you just cant afford it. Stuff is needed in real-time, is edited and modyfied real-time and you learn tens of tricks and stuff in real-time. Pressure is the best teacher:)
Plus you meet lots of really cool and crazy guys, of course :)
#9
12/15/2004 (9:41 am)
Tom, this is a great post - very interesting!

Oh, and their art team produced more assets then they could use. Spot the recurring theme yet ? :)

Haha.. I felt a little bad about that, but none of the artists on our team have tried to kill me yet...

To follow up on your "not just for programmers" idea: One of our team members, Lane, is a management guy, and he was a key part of our team. He did no production work (though we had originally planned that he would) and instead did support, food, research, etc... We also had a couple of level-designer types contributing in important ways.

So, yeah, why not make your team out of whoever you can get, and find a way for them to contribute? "The more the merrier" was definitely the case for us, this time.

This was our first GID. I was a little disappointed in the turnout. The #gameinaday channel seemed to be primarily people chatting about unrelated topics. I popped in a few times to see if anyone was talking about their GID entries, but no such luck.

It was still fun, and I've gotten plenty of positive feedback from our collected team. After a few days to recover from the stress we're feeling like we'll probably do it again.

-- stay
#10
12/15/2004 (12:24 pm)
Steve,

Yeh, I always feel bad about the artists managing to get more done then can be used. But hey, it just goes to illustrate the fact that in any game dev schedule. the bottlenecks are not down to art regardless of the quality of the art pipeline.

The channel ... that's what I meant by you guys didnt see what it's really like. Usually the channel is buzzing with most people GIDing and talking about their GIDs. The channel during GID8 was just like it is normally when there isnt a GID on, unfortunately. Hopefully GID9 will be back to normal, I really hope you can make it.

Nauris,

I wouldnt say there's no slacking, just less of it ;-) I know that I have wasted too many hours slacking during past GIDs.

Phil,

I hope more students take part next time. There's nothing better to show what making a game is really like.

Paul,

It will be funny to see you programming again :) Even more funny if you can get someone to do art for you :)

Jay,

"Game in six hours" is just as valuable. Matt Fairfax attempted a "game during lunch hour" a while back (I think it was GID2, not sure) and only got as far as setting up a project in VC6. Although he didnt manage to start making a game in that limited time, it illustrated how long it can take just to do the setup work, which is why I usually get the projects setup in advance now ;-)

On the art thing ... I totally agree there. I'm fortunate enough that most of the artists I work with know enough to get assets in game. Also, all the programmers I work with know how to at least get placeholder assets done and in game. It really helps the entire team, especially when it's a week before the big unmovable deadline that is IGC and you have no final art, and a todo list that takes up half a whiteboard.

Hmm, this comment is becoming almost as long as the .plan itself :)

T.
#11
12/15/2004 (1:47 pm)
I agree that GID is a worthwhile experience, GID8 was my first attempt, and although i never managed to complete my game i learnt some vital lessons about my programming skills and in making games.

Tom: I didnt post a plan because i didnt finish, if you like i can post what i managed to get done?
#12
12/15/2004 (2:27 pm)
Andrew,

"Failed" GIDs are just as valuable to hear about as the successful ones. Like Paul's "How Not to GID" .plan, they are useful lessons for those that follow in our shoes later down the line. My advice would be to post a .plan on your experiences. Writing about it will help solidify in your mind the lessons you learnt, as well as being a vital resource for others.

Tom.
#13
12/15/2004 (7:49 pm)
One of these days I want to do "24 games in 24 hours". I had actually thought of doing something like the "12 Games of Christmas" for GID8, but the idea of doing Christmas games didn't excite me. Though I guess they didn't HAVE to be Chrsitmas-themed...

Anyway there's something about creating a group of games of appallingly low quality that appeals to me. =)

Maybe I'll come up with one such game to make a belated showing for GID8...

Andrew, I would also be interested in a .plan about your experience.
#14
12/15/2004 (9:05 pm)
Tom, the GIDs are inspiring. It's so damn cool to see people teaming up and producing games in 24 hours. Talk about indie style. Can't wait till we can find some time here in the office to GID with ya too. :)
#15
12/16/2004 (6:48 am)
Joe,

24 games in 24 hours? Thats 1 game an hour :) You'd need a crap load of engine work/planning/artwork done beforehand to pull that off :) 12 is still only 2 hours per game. I guess if they were all similar enough to use the same engine, required extremely minimal coding and you had a bunch of artists working with you it may be doable.

Josh,

Yep. The guys that GID with little experience are especially inspiring to me. It's great to see what people can do if they put their mind to it. I can't wait til you can do a big GG GID, too ... it will be great to see what comes out of it.

T.
#16
12/16/2004 (7:34 am)
24 games in 24 hours? Wow, that's pretty cool. Seems like if you had boiled the games down to scripting, and the games were reasonably similar, and maybe if you had a team of scripters so each person only had to whip up 2 or 3 games herself... One way to approach this would be to make a "Party Game" like Mario party with 24 mini-games.

Hmm.....
#17
12/16/2004 (7:47 am)
I think the 24 games in 24 hours thing would be good to do as something like a combination of the games produced during the GID. It would be good if some volunteers spent some time before hand getting a basic framework going for it.

Would be good to hammer out some ideas for it and give it a go, maybe on a smaller scale initially, for GID9 or 10.

T.
#18
12/16/2004 (8:02 pm)
Instead of derailing this thread, I posted a new one in the Forum:

www.garagegames.com/mg/forums/result.thread.php?qt=24130