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Showing posts from June, 2017

core dynamics

Lately I’ve been actively observing my processes when I’m working and trying to be analytical about them so I can make best use of my time and energy (physcial and emotional!). After our latest Scratch game jam I had a thought which seemed relatively important in terms of approaching the production of a game, and maybe about the end product itself. Last night we made Atomic Nudist X . The procedure was to generate a random name then make a minimal viable product within a short timescale (an hour, in this case). Before adding it to the code pod game studio on Scratch, I spent a few minutes fixing some obvious bugs and rolling it in glitter, and it occurred to me how lacking it was in any ludic qualities. We hadn’t gotten around to including collision detection or any real incentive to avoid the baddies. My only motivation was to troubleshoot technical issues - there’s no way I could accidentally start having fun with it as an actual game . Compare that experience with Pen...