| Adding the Whoa (and rekindling motivation) |
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| Written by Xuro | |||
| Monday, 01 March 2010 07:00 | |||
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"For the prototype aim low and iterate quickly, but don't be afraid to slow down and add the whoa."
One of the challenges of programming as a hobby is keeping the motivation level high, especially when your day job involves programming as well. To try and keep motivation/productivity up on my first XNA game I've strived to keep tight manageable goals, so I can iterate quickly and keep checking items off on my todo list and making progress. However, despite that, I recently began to find my motivation waning.
I had much of the basic game functionality coded: a game menu, some simple AI, a placeholder HUD, enemies you can kill, a couple different weapons, ammo and crates you can search for more ammo, and I was running headlong towards closing the loop on gameplay - adding a finale to the gameplay and an end-level condition. On paper my prototype version was almost done, and quickly nearing the point where I had been envisioning putting it into playtesting to get some early feedback. Yet, as I continued to check things off my list it was no longer giving the palpable buzz it had been at first. Rather than feeling excited about my progress, there was just an intangible feeling of... 'meh'. Inexplicably, the more I was completing the worse I felt!
"Yea, it's... it's not as cool as it sounds." My statement was the truth, and a rather depressing one at that, but that moment of letdown later crystallized into the realization of why I had been so down on my game lately. You see, I had been so focused on iterating quickly, making progress, and checking things off my list that I wasn't really doing things "well", I was just doing the absolute minimum necessary to implement. This can be good, and to a certain extent is a necessary evil to making sure you actually complete the first project... it can be easy to spend weeks trying to make some facet of your game perfect, and get bogged down and burnt out. Even moreso for a prototype, the saying "perfect is the enemy of the good" applies. With all that being said, however, there are limits. It turns out I had managed to decisively and rapidly iterate myself into a ho-hum game prototype that was just an accumulation of a bunch of minimalist implementations, "lowest common denominator" design decisions, and "programmer art" placeholders. There was literally nothing within my game that I could really point to with pride, or justify an enthusiastic whoa. The animated sprite for my laser beam, for example, was drawn in literally 10 seconds in Paint.NET; and the implementation in-game was just as yawn-inducing as the artwork.
"For the prototype aim low and iterate quickly, but don't be afraid to slow down and add the whoa."
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| Last Updated on Tuesday, 02 March 2010 12:25 |

