Making Games is Hard

Posted by
August 27th, 2014 3:02 am

Sometimes, when completing a game, you reflect upon the development process and realize that it was actually quite a challenge. And sometimes, when you fail to finish a game, this realization hits you that much harder. Making games is fucking hard.

This time, I worked on my game with a friend. We brainstormed a bit and decided to go with my idea of a Jekyll and Hyde simulator. It didn’t really fit the theme, but I just had this amazing vision of it in my head, both technically and aesthetically, so we decided to try it out.


The figure in the middle is Hyde, holding a knife. Your objective is to maintain your status as Jekyll and help people in the streets, and transform into Hyde when nobody is looking and go on a rampage. It’s a sidescroller, but whenever you stand in front of an alleyway like the ones in the drawing, you can enter them and the camera shifts in a Fez-like fashion. The graphics are raycasted to create a 3D perspective effect.

So, I had a technical vision of the gameplay and the architecture, and I had an aesthetic vision of how it was going to look. Together, we achieved the second one, to some extent.





My friend drew the nice buildings and lamps while I modified the raycasting engine to support variable heights, as well as billboarded sprites. I’m happy to say that it now supports them wonderfully. Sadly, we didn’t have time to do anything beyond this. The entire “game” portion of the code didn’t make it in. My friend made some music at the last minute, but we decided against uploading anything, so that was that.

So, guys, don’t beat yourself up over not finishing a game. I’ll try to take this advice as well… *sigh*

2 Responses to “Making Games is Hard”

  1. SoulGame says:

    But it’s great that you actually improved your engine and created arts that your wanted. Why not continue to assemble everything now ? :)

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