[Null Band Games] is an indie game studio crafting engaging roguelikes with emergent storytelling. Explore at your own pace with smoothly scaling challenges and puzzles. [About]

First Game Pre-production Started

The holidays have come and passed, and I’ve been working on a Game Design Document (GDD) for my first commercial game. In practice, it’s a comprehensive, living, descriptive software design document that will serve as the implementation guide. Right now, it’s about 4500 words, and it’ll grow a bit more, but I’m also going to do an editing pass; it should be accessible and useful. It’s over half done.

There are a lot of resources available for GDDs, such as Gamescrye’s archive, Jason Bakker’s GDD Template, and Indie Game Academy’s Template.

Finished the Business Foundation

I had been planning one game with a long production timeline, but following my last meeting with my SCORE mentors, I think I’m going to start with a smaller game set in the same overall universe as what I’m envisioning where I can prototype mechanics and style, build an audience and potentially some income. I’ll support it, then I’ll need to decide if I’m going to keep adding on to it (free or DLC), or pivot to the more ambitious plan.

Heads Down in Paperwork

Time’s passed and I haven’t made any public updates, but I’ve been busy. The limbo was resolved; I was a final candidate, but the job went to someone with more domain knowledge. So it goes! I could absolutely have seen myself doing the job and finding success in that career path. Instead, as I told the friendly (really!) recruiter, thank you so much for the opportunity, and I’m going to make video games now!

Floating in Limbo

It’s been a few weeks since an update. I was applying to a startup program and I wanted to be careful not to be working on the business until I was accepted; I wasn’t sure if the diary would count as a business website, so I erred on the side of caution.

I’ve been accepted into the startup program! Awkwardly, I’m also interviewing at a local business; I had an in-person yesterday, and I set aside the Godot work to focus on React. I did my best at the interview and feel it went reasonably well, but I won’t hear until next week about the outcome.

Stretching Beyond

I wrapped up the fifth module of Learn 2D Gamedev From Zero, which despite its name (“Loot It All”) was focused on collisions, some rudimentary physics interactions (collision layers and masking), and tweening.

I definitely get inspired and feel pulled when doing tutorials, and sometimes that will drag my progress out. Task lists keep me on track, and I like that there’s a very specific progression in this course.

One of the things that pulled me was the tweening section. Tweening, or “inbetweening,” is the act of generating intermediate frames between two keyframes in animation. It happens in traditional animation, digital animation, and of course, in user interfaces.