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Sage Crowley: The Manifest Destiny [32/180 hrs]

So, here's the the thing: I've examined my current living situation and found that I have no job, virtually all my friends have left town after graduation (rendering going outside nigh pointless) and I can't even begin college until next Fall. I have almost nothing but free time, and I've been wasting so much of it away since finishing highschool. The only excuse I have for this is being lazy (which is in itself a poor excuse anyway), so I think this is an excellent opportunity to change my work ethic. I'm gonna be completely masochistic about this: At least six hours a day, every* day.

*obviously, if I fail to reach six hours in one day, I'll have to make that up through working extra hours on other days.

The Manifest Destiny is an idea I've had floating around in my head for a really long time (a few months, which is decades in internet spacetime) that I haven't been able to get off the ground. I've been torn over what format to present the universe in: Originally a novel, then (and maybe still in the future) a webcomic, but for now, I'd love to make this a game. I think it puts the most and best of my skills to the test, and the end product could be something really wonderful.

I'll elaborate on the story as time goes on, but I'll try to paint a broader picture in the meantime. The Manifest Destiny is a sci-fi story set among the stars, in a universe that may or may not be the distant future of the real world. Humanity finds itself to be a very small and nearly insignificant minority amongst a vast galactic community of greater civilizations. For dozens of generations, human civilization has been through brief rises and falls, struggling with very widespread and crippling birth defects. It is so rare to find a completely unafflicted human being that people are medically classified as 'healthy' if their mutations and deformities don't severely hinder their daily lives. Historic records only go back a few centuries to the beginning of human decline, and most people are very ill-educated on their history anyway.

As horrible as the present and (later revealed) backstory seem, I actually want to refrain from letting the tone of the game from getting too dark. I've always been a fan of Fridge Horror, and I want to be able to tell a very personal story through the eyes of characters that may not see (or may not acknowledge) the misfortune and terror surrounding them. The story I'm telling is personal and can be enjoyed at face value, but I want to leave a lot of deep, thematic substance under the surface of everything. 'The Manifest Destiny' refers far more to the underlying themes and concepts explored in the in-game universe than the personal quest of the main characters.

Schedule:
Pre-Nov
The idea's been floating around in my head for a few months, and so I've already got a fair idea of the main characters, the setting, and themes I want to explore in the plot. Naturally, all of that has stayed in my head and not on a screen or on paper.

Nov 1:
Fuck all! I forgot about this and spent most of the day lazing about.

Nov 2:
  • Concept art of three main characters and starting locations
  • Started planning in-game opening scene, writing dialogue
  • Sought out a number of scripts that'll be needed

Nov 3:
  • Finished main characters and starting locations concept art
  • Pixelling work starts today!

Nov 4:
  • Did some concept arts for NPCs and stock characters, simply because the inspiration hit.
  • Today will mostly revolve around writing.
  • I think I'm also going to tidy this thread up today and make it look more like a project thread!

Nov 5:
Nothing at all! I took most of the day up and was finishing up my contribution for the HBGames Chain Game.

Nov 6:
  • Did some more writing.
  • I'll prooobably get around to making this look like a project thread today.
  • Need to catch up on yesterday's work.

TIME: 32/180 hrs
pew pew pew, pew pew
 
Got about two of today's six hours done this morning, more or less finished basic concept art for now, and I'm starting up on pixeling graphic resources. I'm torn on whether or not I want to try making a custom character template or just going RTP-style.
 
Wow, good story so far!
I'd love to see how this one turns out, also considering you're willing to spend 6 hours a day on it. Good luck!
 
Bird Eater":20646oqw said:
Wow, good story so far!
I'd love to see how this one turns out, also considering you're willing to spend 6 hours a day on it. Good luck!
I'm willing to try spending six hours a day on it. D:
 
Sage Crowley":16f4jd45 said:
Nov 5:
Nothing at all! I took most of the day up and was finishing up my contribution for the HBGames Chain Game.

you know, according to the rules of NaGaDeMo, the time you spent on the Chain Game counts too, as it is also Game Development.
Perihelion":16f4jd45 said:

What counts as game development?


Besides actual programming and working in the editor, scripting, spriting, composing music, writing, etc. all count. So does planning, for example a plot outline or design document, but you have to actually be writing things down. Thinking about it doesn't count. Multitasking is also fine as long as your primary activity is related to game development. For example, I like to stream TV shows while spriting, but as long as I'm primarily spriting, that's fine. Also, you don't have to work entirely on one project, or even your own project. It just has to be time spent in some way relating to game development. Unlike NaNoWriMo, you don't have to start a new project or finish by the end of the month.

The one caveat is that nothing you're required to do, for example schoolwork or a job, counts. The goal is to motivate you to work on something that you didn't otherwise have a concrete deadline for.
 
Draycos Goldaryn":1upsj6o9 said:
Sage Crowley":1upsj6o9 said:
Nov 5:
Nothing at all! I took most of the day up and was finishing up my contribution for the HBGames Chain Game.

you know, according to the rules of NaGaDeMo, the time you spent on the Chain Game counts too, as it is also Game Development.
Perihelion":1upsj6o9 said:

What counts as game development?


Besides actual programming and working in the editor, scripting, spriting, composing music, writing, etc. all count. So does planning, for example a plot outline or design document, but you have to actually be writing things down. Thinking about it doesn't count. Multitasking is also fine as long as your primary activity is related to game development. For example, I like to stream TV shows while spriting, but as long as I'm primarily spriting, that's fine. Also, you don't have to work entirely on one project, or even your own project. It just has to be time spent in some way relating to game development. Unlike NaNoWriMo, you don't have to start a new project or finish by the end of the month.

The one caveat is that nothing you're required to do, for example schoolwork or a job, counts. The goal is to motivate you to work on something that you didn't otherwise have a concrete deadline for.

Hmmm... That's fair, though intended this thread to be about my main project more than any general thing I do for nagadevmo, so I'll leave that uncounted. I've more than enough free time to catch up on things.
 
Well, that sucks big time! We know you tried hard to get 180 hours done, but real life comes first, especially when something like this happens. Hopefully you'll somehow get to find that laptop, because years of development getting lost is extremely shitty!
 

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