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Computers are Evil

I've been living in a cave recently. For the past week I've had no "personal" personal computer and no regular e-mail. My computer lost its mind a week ago, making working from home impossible.

My journalism work would have to be done at the school labs. I could only check my email once a day, if I was lucky. And game development - ground to a halt. Right?

No. Actually, I've had one of the most productive weeks on my project yet. Game design concepts and visions came freely and, best of all, I wasn't tempted to code.

I would just lay down with my favorite CD on, close my eyes and relax. Visions, like dreams, would enter my mind of what my game would look like. Ideas and concepts I hadn't even considered before entered my thoughts.

It is, as they say, a Zen thing. I wasn't on deadline. I didn't have a computer to work on. I wasn't "trying" to make a game. I just made the game, in my head.

THAT'S the first step towards developing a game. THAT is something I forget often, especially when I hear Mr. PC calling.

It is like the face on your computer monitor is saying, "Please, use me. Check your email. Update your webpage. WRITE THE CODE!" Like a spouse always in your face, it was good to have some breathing room.

I'm not recommending that you toss the computer - I guess you will eventually need it. However, as I've mentioned in my other writings, it is better to put the code away and concentrate on concepts and ideas now than being three months into game development and realizing that your game sucks. Or, worse yet, you have no "game."

Free and whole expression of game ideas is what makes a good game and it is important to give time for "gestation" or, as I like to call it, "marinating." Think about the experience you want the player to have: the journey, the emotions, the feel.

Put the C++ away. It's not going anywhere.

Your code can be as tight as your game development budget, but if the concept sucks, the concept sucks. Even though I know this, it took my computer crashing for me to listen to my own advice.

I did start on the right foot, though.

I bought a red pad a month ago that, while I was vacationing, I populated with a whole universe. Drawings, concepts, scenes. My game was in full swing.

When I got back from my vacation, however, I started fiddling with Adobe Photoshop. I wanted to start on the design document. I needed to update my webpage with "fancy" graphics.

Now my pad sits lonely in my rec room, under a December issue of some magazine. I still haven't picked it up yet, but I know I won't pick up my computer until the pad is full.

To paraphrase a Nintendo adage, "A delayed game will eventually be released. A bad game will be bad forever."

My target date will slip. I might not even get the game done. I WON'T, however, RUSH THE PROCESS.

My roommate knocked on my door today and gave me a big box. I don't think I looked too happy.

I couldn't help but feel slightly depressed that my fixed computer arrived.

And I swear it had a smile on its face.

--
Written by Damon Brown.