A very good piece of advice for anyone who likes to ponder on good ideas is that ideas aren’t worth much without execution.
You’ve probably already hear that advice more than once, but taking some time to reflect on it is well worth it. There is more to the advice than is immediately apparent.
Why Isn’t My Idea Worth $1 Million?
Good question hypothetical idea person… I’ll start off by saying that your idea could very well be worth millions. And, if you decide not to put forth some effort and realize your idea, it could be worth millions for someone else.
My current project, Last Stands, is almost “finished” which means I get to focus on a new one! School is almost out so that also means more programming. Damn I’m pumped. Can’t wait to get neck deep in a mountain of code.
The last week was very uneventful in the CaptainKraft game development world. I did a lot of thinking about making games, but not much programming. Don’t get me wrong, thinking about what you are going to do is a very important step before you start plugging in code, but I never got that far. It’s very sad.
Last Stands has stood still for the last week and I’ve also made a decision to stop putting out weekly updates. The DeVlog will now only be published when I have something interesting to say. This will free up my time from making video about small updates and let me start working on my tutorials.
This week’s DeVlog goes over a few of the core mechanics that are being worked on and introduces the software I use for issue tracking (really just a feature todo list). Oh and let’s not forget my awful attempts at learning to draw.
Last week wasn’t super exciting in my game development world, but there are still some cool things to talk about; the coolest of those things is that my Science Fiction project for school now has a name and I am calling it…
New game has a name, Time Assassins hasn’t changed one bit, and a few tidbits about my progress and plans for Last Stands. Oh yeah, and you can play the current version of Last Stands
Here’s the video for the pleasure of your eye holes.
I’ve started brainstorming a bit for the coming months of #1GAM and I think I have a couple solid ideas that I’m excited to work on. There are also a few ideas that I’m not super excited about, but they’re gonna help me learn more along the way.
One Game a Month Overall Goal
I don’t think I’ve talked much about what I want to get from this year-long game jam, so here is where I lay it all out on the table and spill the bag of cats… or some other misunderstood analogy.
At first, my New Year’s Resolution was the grandiose (and probably common) idea of making 12 games in the year 2013. It sounded good, it felt good, and it would do a lot for my skills and gamedev experience. It’s a pretty good resolution if you ask me.
After only a few weeks of working towards my resolution, my plans changed a bit. That is the trend isn’t it?
You are a man trapped on a burning plane that is no doubt moments from exploding. As you look down at the ground all you can think about is how much you want the player to push that damn play button so you can get out of this giant floating bomb.