Thursday, September 8, 2011

An Obvious Failure

Last month, I sent an entry for a local game making competition called the IPCC (Intellectual Property Creator Challenge) which was held every year for Malaysians to create creative projects, then submit it for pitching it up to get a 50 grands (RM) funding to produce a commercial ready game later on. And everyone was given 3 months (since the announcement) to develop their projects.

Well, I had always dream of getting into one of this competition, get the funding and start making games for a living, and maybe drop out of college to found my company too. Back in 2010, they also had a similar competition, but at that time, I'm still not much of a good game developer just yet. I don't mean I am that "good" now, I just don't have the skill to create a finish game. The engine which I was using that time was Flash Professional CS4, and I'm still unaware of the existence of great Flash game library/engine such as FlashPunk or FlashDevelop, which could literally lower the amount of my scripting time. 

I had all these great ideas about the game I'm gonna make for the 2010 version of IPCC, written a full GDD for it, and even go as far as recruiting someone to join my team. And as always, I failed to make anything for it. Mostly because I don't have the will to do it; I have a tons of assignments back then to block me from opening Flash up; my majoring department had just started introducing us to Unity (right around when Unity became free) and I'll have to start learning to use it for my project.

But now things have change. I've became a better and faster coder and developer. Right around when IPCC 2011 was announced, I was still at the last month of my internship programme, so I have like 2 months to develop a game for it. Never mind the design stage of my FYP (final year project), which started as soon as I finished my internship programme, my FYP schedule was like super loose, and I should have plenty of time to develop something.

I only started developing something around 3 to 4 days before the deadline of IPCC 2011, and manage to finish up the basic game mechanics. Even though there weren't much graphics in it, I submitted it anyway. Not to mentioned the projects proposal in which the participants needed to submit along with the entry, which I finish within 2 hours because I thought the deadline was gonna come in 3 more hours, but turns out they've got the time wrong. 

The moment I'm submitting it, I knew I'm never gonna get anything due to 3 reasons:
1. the prototype entry was developed within 3 days
2. the projects proposal was written within 2 hours, without giving much thoughts into it, and I missed out quite a few vital elements, such as the: production timeline (which I have no idea on where to start), budget (my first thought of it was zero, and finally realized I was supposed to divide the given 50 grands productively), team implementation (my team only consist of me, and a few others who weren't directly involved in the projects; I only use their name so that my team have enough people)
3. I didn't follow the guideline given... it says to design/develop a casual game, but I suggest something bigger~

Thus, this post was to remind the future Jake again that he should never ever again:
1. develop a game in less than a month
2. write a project proposal first before building the game
3. if the guideline says develop a "casual game", then god-dammit develop a CASUAL GAME!!!

That is all, thanks for reading~ 


No comments: