An Ever Evolving Concept

A screenshot from a previous rendition of Dancing Lights

Creativity cannot be scheduled.  It can come from all the time in the world or from no time at all.  Some thrive in open environments, while others build from restriction.  I’ve never really formally announced a game since beginning this blog.  I threw a post up earlier this year which mentioned the game and its lofty goals, but since then I’ve silenced the wire.  Since development can change so quickly and frequently, I don’t see the point, but with a project finally nearly completion, it’s time to say something.  So let’s get started.

For the past six months, I’ve been working on a project tentatively named “discovery.”  The original goal was to create an abstract playing field with few, if any, preconceptions and ever evolving gameplay.  Each game would be a new discovery.  Players could find games or make their own based on all of the random elements at work.  Unfortunately, it was a concept which was too difficult for me.  The project later evolved into a design where players would decipher patterns, but it was too complex and lacked the intuitiveness I was looking for.

Then several things happened.  I purchased a MacBook and decided to turn the experience into an exercise in minimalistic computing.  I had also tried Drop7, a falling blocks puzzle game with numbers.  While it wasn’t an amazing experience, it was a thoughtful one.  It made me re-evaluate the use of random variables and score.  Normally, I love scores.  In Wii Fit, I continuously practiced and worked my way to a perfect “555″ score in the soccer game.  I was initially enticed by Drop7’s simplicity, but learned it was anything but.  With so many variables, it’s nigh impossible to develop a gradual build up of skill.  I haven’t given up on Drop7, I’m still working hard to decipher some kind of logic behind it.  If nothing else, it’s helped me build a foundation for Discovery.

With these lessons fresh in my mind, I set out to find the fun in Discovery.  I peeled off layer upon layer of complexity and made the code flexible so I could try new ideas at a fast pace.  On a late night, I had found the fun I was looking for.

With the prototype of Discovery nearing completion, the main hurdles ahead are balance and flow.  I hope to have a release candidate sent to Apple for evaluation by early summer.  Yes, it’s going to be for the iPhone and iPod Touch.

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