Getting Ready

This is not the final title screen.

How do you convince yourself you can do something you’ve never done before? Something that not too long ago seemed like something you never thought you had the capacity to do, but always appreciated. Do you just take a lesson from the story The Little Engine That Could and “think you can, think you can, think you can”? Or do you just dive right into the project and never look back? These are all questions I’ve been asking myself since I started thinking about the title screen for the game. I have to really get in the mindset of knowing I have come this far, what’s pushing a little more going to hurt. No that’s not a mistake, not a typo, it’s not meant to be a question. I love the art that I do, and I love how it makes me feel. In the beginning of this project I was filled with self-doubt.

Was I really good enough? Could I really do this? Was I really an artist?
Now I know the answer to all of these questions are the same, and they’re all a solid “Yes.” It hasn’t been the easiest road to get here, but nothing worth having is ever very easy. Starting from the time I was young, I knew that working for something is the way to get what you’re after. My parents instilled that lesson into my sister and myself from a young age.

 As I was growing up, my parents did what they could to foster my creativity. My parents bought some polymer clay when I was a kid, and I loved making Pokemon, beads, food, and whatever else sprang to mind (my mom still has a little piece of cake I made her about 15 years ago, which makes me smile). They always made sure I had crayons, markers pencils, and paper, but I was never gifted at drawing. As I got older they would even let me have acrylic paint, as long as I was careful to not spill (I was/am clumsy). They really made sure I had art as an option to express myself, but none of this ever made me feel like an “artist”.

In my teenage years, I had many people in my life who could draw and paint. To me at that time, that’s what an artist was. Someone who could beautifully create something they had seen in their heads without ever doubting themselves. I remember seeing art that belonged to a friend of mine in the hall and thinking “She’s such a brilliant artist, I wish I could draw like that.”

No matter how I practiced, I could never quite get drawing down. I could paint a little, with watercolor and landscapes from pictures in magazines. I stopped painting in high school after my “Drawing and Painting 1” teacher told me to “never waste another art teacher’s time by taking their class.” This made me think I could never be what I then considered then to be an artist.

Throughout my teen years I continued to excel in work with clay, and found I had an affinity for photography. Clay and pictures still didn’t make me feel like an artist though. I didn’t feel like I fit in with the other kids I considered to be artists, they could draw anything at the drop of a hat, and I could barely manage to shade a circle properly. Despite my efforts, being considered an “artist” was something I never thought would be me.

Fast forward a few years, and a few life-lessons later. I’ve grown up, I hate to admit it, but I have. I became an adult. I go to bed at a reasonable time, I work full time, and I pay my bills on time. That’s not to say I don’t still have passion for the things I loved as a kid. As a kid I loved videogames, and I loved art. As an adult, I found a way to bring those two things together though a little push from Andrew. I have always said that making this game was his dream, but I share it, and I believe in it wholeheartedly.

When I began working on art I had so much doubt that I could actually do this. After all, I was never able to draw or paint well enough to make a decent portrait. Now it’s something I look forward to coming home and working on. It’s amazing to see how technology can be used to put my ideas to life though pixel art. It’s been a learning experience, and I’m still learning, but I have more confidence now than ever.

Tile created while listening to “Discovery” by Daft Punk.

These days, I put my headphones on, and I get into the groove (pun kind of intended), I feel unstoppable. I can set the tone for whatever I want to make, and really put my brain to work on creating something that I am proud of. For me one of the biggest ways to motivate myself and push myself is music. It can change my mood entirely, and change the art I make along with it. Lately (with my new tablet), I’ve been doing some rough sketches of tiles based on the music I’m listening to. I usually only spend about 10-15 minutes on them. They’re rough drafts of things that may or may not make it to the game, but I still love them. I feel proud of the art that I make, and I think that’s what makes me feel like an artist. The things I make are mine, and I am fiercely proud of them. More than that though, I am proud of myself and how far I have come. Sometimes I thought it would be impossible to do the things I’ve done, to make what I have made now. Whenever I think what i make isn’t good enough, I have to remind myself of the brilliant Vince Lombardi quote: “Perfection is not attainable, but if we chase perfection, we can catch excellence.”

So here I am now getting ready to work on some promotional art for the game. I had been scared of this moment since I started making art. I kept my blinders on and just focused on the little bits of art here and there. This is bigger, and it feels bigger. So maybe I do just dive right into it. Maybe I will make mistakes. Maybe I will create something that changes how I ever felt about title screens. Okay maybe that’s thinking too far, but who knows? I know that it’s all up to me from here, and there’s no more room for doubt.

Yet even with the uncertainty of what I’m about to start, I know that with hard work and determination I can manage anything with my amazing support system. I might still have moments that I feel shaky, but I know that I am on the right track and moving forward. Just yesterday in a moment of doubt (about something non game related), Andrew told me “We can make anything work.” I have no doubts that we can.

New tech with a new toy!

Comfort and creativity for me have always gone hand in hand. When I was a kid, I never liked having to sit at a table to work on creative things. I rarely got any good daydreaming done in a wooden chair. There seems to be a correlation between the stiffness of a chair and the lack of creativity I have. I tend to do a lot of daydreaming in my downtime, but I didn’t really have a way to easily jot some notes or sketch out the things I wanted to set into motion. I had basic pen and paper, but those things weren’t always handy. I began to daydream about an easy way to come home from my normal job, unwind, and have something right at my fingertips to doodle with, write on, and maybe even read on if the mood struck me. A couple days ago I got a shiny new tool to help me do all those things in my downtime.

When I began working on the game, the way I would work on my art was sitting at my computer using my Wacom drawing tablet. That is certainly not the most comfortable of places to draw and foster creativity. A few times I had taken said tablet to the living room, in an attempt to draw with my tablet connected to a laptop on my couch. This was very cumbersome. The laptop would have to be awkwardly balanced somewhere and the tablet would be on my lap, or trying to be held in my left hand while I attempted to draw with my right. All of this was frustrating to say the least. Andrew was able to work on coding and other game related things from the couch, but I wasn’t able to. In a way I felt like my work was chained to a computer.
There were definitely options that were a little more old school. I know I could have busted out some pencils and paper, and just sketched things that way. Transferring sketches from paper to the computer seemed like a time consuming pain.  I have limited desk space (mostly because of clutter which I recognize that is my own fault), and propping up a sketchpad against one of my monitors was just not going to cut it. Not having tools to be able to do art and brainstorm when I wanted to became frustrating for me.
Andrew and I began talking about what would make working a little easier. To be honest, I didn’t know where to begin. I don’t know the parts that make a good computer, or what makes a computer powerful. I didn’t even know if I needed a laptop, or if a tablet would suffice. Andrew did just about all the research and had landed on a laptop that was powerful and in our price range. I was hesitant about the laptop because of the lack of comfort I had using the laptop we already had. I told Andrew what I really had in mind, and we decided to look into getting a tablet. We’re new to the tablet game,  and I had done a little research on them in the past, but really didn’t know a lot about them. We did a little research on tablets, and watched a few review videos.
Finally we decided on the Samsung Galaxy Note 10.1 2014 Edition, which is a mouthful! What sold me on it is what they call the “S Pen”. It does a lot of really handy things that a stylus doesn’t do. The sketching that can be done with the tablet is a lot of fun. There’s a sketching app that comes with the tablet that really does a great job for basic sketches, which is entirely what I wanted. It also has a really great screen resolution too, it’s preeeeeeeeeeettttttyyyyy. It does a lot more, and I’m still exploring. It runs on android, so all of my favorite apps are here too.
Since I’ve had it two whole days, I’ve only done a couple sketches with it, but I know I’ll be sharing a lot of sketches in the future. What’s a gadget you really want to get your hands on?

Game Types in Andrecca

A fitting level for the weather currently outside.

Now that you’ve gotten to get a look at the style of Andrecca and the overall game mechanics that it’ll use, I wanted to dive a little deeper into the different game modes we’re planning.  As mentioned before, Andrecca is mostly going to be multiplayer focused, but there will be a lot of content you can play singleplayer too if you’d like, it’s just not our primary focus.

Some of our favorite games from the past and present are great because of the multiplayer in them, whether you’re playing a co-op campaign, battling each other as teams or just a straight free-for-all, it just adds layers of depth and enjoyment that you just can’t create with singleplayer and AI. Not to say there’s anything wrong with those singleplayer games, there are lots of amazing singleplayer experiences out there. So many that it’s a big part of the reason we want to focus a lot on multiplayer.  The game will be broken into two basic types: Campaign and Arena. 

Campaign will be the progression portion of the game that can be played co-op or singleplayer, offline or on.  Players will have to kill all the enemies and remove all spawners in order to move onto the next level.  Mendel Palace for the NES was a big inspiration for our take on the genre.  Levels will become increasingly more difficult with layouts introducing more hazards and enemies becoming more complex.

Arena will be our challenge area portion of the game.  This will have several different types of gameplay types which will include co-op (which could be played solo) and versus, online or local:

Survival – Can be 1 – 4 players cooperatively.  Once a spawner appears, it spawns an AI and then disappears.  After a certain amount of time, a new spawner will appear to repeat this process.  Difficulty and spawn rate will increase over time.  Goal is to survive as long as possible.

Team Survival – Can be 2 – 4 players placed into two teams.  Map is setup with spawn tiles in each corner of the map and will expand to fill whole left & right edges.  Enemies spawned will only follow that team’s players and will not hurt the other team.  Players can manipulate the board to increase/decrease rate and difficulty of the enemies spawning against the other team.  Goal is to outlast the enemy team.

Competitive Campaign – Can be 2 – 4 players placed into two teams.  Maps divided into 2 sides, one for each team.  Each team follows the campaign rules for their side.  Goal is to defeat all of the enemies and spawners on your side of the map before the other team to win.

Death Match – Can be 2 – 4 players placed into two teams or FFA.  Map does not initially spawn with enemies, but can be populated by other players by discovering them in the level or using abilities.  Players can flip other players into walls or rocks to kill them.  Last player/team standing wins.

Andrecca is still in mid-development, so nothing is set in stone right now. We might take some of these out or tweak them depending on how they play out. We might even add some modes if we come across anything that would fit in really well with Andrecca.

What are some of your favorite game modes? We’d be interested to hear and who knows, they might get put into the game!