So, I'm writing this blog post at the tail end of my birthday, and let me tell you, it would have been really easy to just consider this a by-week just because of that fact.
I mean, after all, on Tuesday I had received the tacit approval of my faculty concerning my new direction. I spoke with them in class to talk over the logistics of our midterm show, and they gave no protest to my ideas for what I could demonstrate.
Having that out of the way, it would be easy to trick myself into thinking that this accomplishment alone would suffice for the week. Sadly, I can't afford to think this way, since I have a prototype due in a manner of weeks.
In finding work to do for this week, I found that I had to completely change my strategy for production on this game from any mindset I have had previously.
See, my background is as an artist, and most of my work in games has been working on art. Thus, I am used to thinking primarily about how a game looks, since I am beholden primarily to the art pipeline of any game I work on. For this project, however, I'm primarily a designer before an artist, and I have no team to work with; just myself. This is part of the reason I first fell into a trap in my initial plans; because I was so preoccupied with the visual aspects, I neglected to think of whether the scope of what I was trying to do was even feasible to achieve with my talents and my schedule; hence, the breakdown of that version of the idea. Now, I know I have to prize the design of the game systems before anything else; indeed, for my midterm presentation, I plan on just demonstrating as much of the systems as I have without even really considering the visual aspects; that can be saved for spring. So, for this upcoming Tuesday, I've been working on my answers to the fragment puzzles; from there, I can break apart the facts of history into pieces that can be restored into answers that I already have.
Here's hoping this new approach keeps me on track for a successful MA+P Thesis.