
A constant problem I encountered during development was to keep myself motivated enough to continue my work – no matter if the outcome of the efforts was a website, a small tool or a full fledged application for an enterprisey environment. Okay right, in the last case the motivation is properly handled by payment: one has to live, right? :D
Still, it is a matter of fact that development can be subdivided into several different areas from a motivational standpoint I’d like to roughly describe as the “Ewww”, the “Meh” and the “Yeaaah” in my eloquence.
They are all important from the development perspective since all these components work together as the separate cogs in the very mechanism the final application is, but this doesn’t change the fact that their actual implementation ranges from everything between “Okay, why again did you ram a knife into my left eyeball?” and “Oh my god, I just shattered the very fabric of space and time!” with many little nuances inbetween.
The “Ewww” suck: boring, repetetive tasks that’ve been done countless times before and really don’t feed the motivation accordingly. They mostly consist of the kind of work that is easily done while you drink a coffee, make several phone calls, count the number of dots on the ceiling plates and make a sandwich at the same time. Due to a certain lack of hands, the actual work is done by operating the keyboard and the mouse with the nose – with eyes closed naturally.
The “Meh” are a bit boring, but otherwise okay: they require a certain amount of attention to be properly crafted and – at least in the context of a game – lead to a recognizable mechanic (change) or a visible element on the screen that makes you think “Okay, I accomplished something”. If the thought “Man, that’s not bad.” follows, the intermediate step to a “Yeaaah” moment is done.
“Yeaaah” moments are funny little creatures: they often hide in the depths of a dark hollow only to attack when you expect them the least. And by “attack” I mean “cuddle”. And by “cuddle” I mean – depending on how much of a nerd you are – the feeling might end up … arousing. And by “arousing” I mean, that “Yeaaah”s bring beer, meat loaf and pretzels along.
But be careful! The supply of this mouth-watering gifts isn’t endless, since there are times during development the “Yeaaah”s hide properly and keep themselves out of sight. Plan accordingly, since at some point they will show up again.
Even though I’m not exactly a good story teller, I feel that a full grown “Yeaaah” is around when it comes to telling a background story.
“Huh?”, you might ask. “Okay buddy, you clearly had enough pretzels, and meat loaf and beer! A background story for a sidescrolling multiplayer shooter?”, you might say.
And yes, I agree that this might seem unnecessary, since the outcome of this whole project will really not have the overall complexity of a professional multiplayer game a few dozen people have worked on for several years: how could it?
But there’s a small catch, since this game helps me to bring substance into certain parts of a story frame I’ve been working on for quite some time now and I unfortunately had to abandon due to other responsibilities. A multiplayer shooter is a good environment to think about how factions work in a way that they don’t seem overly constructed.
Everyone versus everyone – the game’s concept just doesn’t work with the already prepared frame that distinguishes pretty clearly between aggressors and defenders, and I do think it is much more promising to induce such thoughts while the background story is still young and formable, instead of forcefully pressing alterations into basic faction (and race) history after it is already completely shaped.
Of course, in the end this particular game will not offer a cool story single player zombie nazi pirate ninja killing mode. But one can dream from time to time, no? D: