Dev Update 1

It’s been a while, hasn’t it?

I’m still working on Breakout, it’s taking a lot longer than I thought to learn the engine (UE4) and to learn exactly what I was coding, instead of just mimicking code.  I’m probably about halfway done with it, so it’s not at all “showable”.

Summer Games Done Quick is on right now, and if you haven’t checked it out on twitch and/or donated, you definitely should since it’s going to a great cause (Doctors without Borders), but watching SGDQ has made me realize exactly what my dream as a developer is:

I want to see my games get broken.

I know it sounds weird, but I’m watching these excellent runners on the couch, and they are just exposing every glitch they can.

And they’re loving it.  They still love the game.

Even though beloved games are being broken to hell, the runners and the audience still love them and enjoy them and watch them every year.

So my dream has now been a little bit more refined: I want to make games that make people happy, even when they’re broken.  I want someone to play my game and say “Even with all its faults, this is still a really great game, and a story that means a lot to me”, because, let’s face it, no game is going to be perfectly made; it will always have bugs.

I just want to make games that will be enjoyed by everyone, even though they won’t be perfect.  This doesn’t mean I’ll make glitch-ridden games.  I will always put my life into the stories I make and help others make, but it would be so great to see a game I worked on being run on the couch in SGDQ, and to know that at least one person loved my game so much to study it and find ways to break it, and still really love the game.

So yeah, that’s my dream.

Thanks GDQ, take my donation.




Today I will be starting my clone of the game Breakout.

You remember that game, right?  The one with the ball and the platform and the wall of bricks you have to make the ball touch at least once to make them disappear?  Yeah, that one.

I’ll be doing it in UE4, because why not, instead of coding the engine from scratch like I did with Space Invaders.  I’ll also be making the sprites and backgrounds by hand, just so I can get a better sense of how to use Photoshop.

Honestly, it’s seeming more and more like I don’t just want to be a programmer, I’d rather be a straight up game dev.

Which I’m ok with.