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Machine Made: Rebirth

Machine Made: Rebirth (Dealing with the trials of game creation)

Hey everybody, welcome back to the Machine Made: Rebirth blog! I'm Allsvin, former progamer and creator of Machine Made: Rebirth!

 

Today, I'd like to talk to you about how to deal with some of the problems we face when creating games.

 

Some of you may be saying… it's just doing what you love — it's just creating something that you're passionate about and that you want to share with the world.

 

The truth is, very few projects are created without facing barriers of many different types.

 

In my journey of game creation, I'm sure I've seen just about all of the setbacks that would be possible to creating a game. I imagined finishing this game in a few months when I started it, but every step of the way opens doors to greater challenges, not the least of them being promoting and talking about the project.

 

What do you do when you have to not only create something, but also test it for every possible outcome? It's enormously time consuming.

 

I'm open to hearing suggestions about strategies that people have for making games easier to play and develop. From a pure design perspective, sometimes the answers are simple, but often, it's simply a matter of trial and error.

 

I find myself starting a "new game" in terms of my perspective to game creation, considering that everything has to work start to finish without interruptions, both for the player and also for myself. There are times when I really don't feel like starting over, both when testing and also when developing my project. I am stuck searching for a fresh perspective… ultimately, the only thing that helps is finding something that will help me feel like someone who has just picked up this game for the first time. I still enjoy it, and I still feel the sense of excitement that comes from starting an RPG when I start my game, but I know that it can't always be that way — eventually, it will be in other people's hands to judge its worth.

 

Whether its a difficult part of code, or something in the game that becomes difficult for unseen reasons during play, or simply contacting people to let them know that I am working on this, they are all difficult and take a lot of work and time to pay off.

 

To everyone who is working on a project and finding it hard, I hope you read this and know that there's someone out there who's working just as hard as you, who understands just how difficult it can be to get to a "new game" and see it all starting off where we feel that it should.

 

I hope that in the end it's just as valuable an experience to those who receive our projects as it was to us creating them. Perhaps only we can decide that.

 

Cheers,
Allsvin

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Ryan Ferris

  • Posted March 9, 2017

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