And on the bottom are notes from ages ago. I still have a huge collection of these documents. (though to be completely honest I only recently retrieved them from my parents' house) The upper two sheets were from a fighting-type rpg game that I designed to be played with my cousin, which I think featured "custom combos" as well as sfa2's super combos. On the lower left is one of many, many, many "ball maze" designs that I did, with various obstacles and symbols that represented ice blocks, breakable blocks, cannons, boosts, and the like. And off to the lower right (you can tell it's ancient because I even wrote in cursive!) is actual dungeon room contents for a D&D dungeon.
Unfortunately I seem to have misplaced some of my digital game design work; I'll have to see if I can still pull it off of a hard drive somewhere.
Anyhow, it's a bit surreal. I mean, it's not as if I was actually "practicing" anything as I was writing down all of these things all the time. I wasn't trying to get better at anything, not like when I was practicing the piano, or studying. It's just what I did to kill time. All of those long car rides and boring classes and all of that -- thinking about games is just what I liked to do. And all of those dinky games I programmed back in the MS-DOS era too (damn if I can't get =those= off of an old HD somehow...), that wasn't for practice, or even because I thought it would do me any good in the future. And those experiments with RPGMaker, all of the time I spent into trying to make maps for Descent, Descent 2, and Unreal Tournament...that's just how I had fun. I like to create things. It's the same with music. I just take things that I like and want to make more of them. I want to build my own worlds for myself, and others, to play in. I played Unreal Tournament matches with 23 bots that I each hand-crafted with its own name, personality, and favorite weapons. I hex edited Super Smash Bros. Melee to make lower-tier characters more fun, and to make moonwalking more swag. I designed entire Magic: the Gathering sets.
And somehow, after over 20 years, I ended up making my own full video games. I did the programming. I drew the art. I made the music. I did the game design. Programming, fueled by countless years of experiments, and dillying around, until technology advanced to the point where I could just crank out game code during the span of a weekend. Music, trained over years of weekly One Hour Compo sessions. Art, that was honed by pixel art icons that I drew as album covers for those OHC productions. And game design, which apparently I've been doing ever since I was a little kid.
It's been one helluva journey, and it ain't over yet.
Monday, February 13, 2017
20+ years in the making
Design notes, 2016
Design notes, ~2000 (?)
It's a bit surreal, looking back at it. Not many of you know this, but when I was growing up as a child I would always have pads of graph paper and/or binder paper on me and I filled many, many of these pages up with doodles, Kirby drawings, random nerdy math stuff that I did to kill time, but most of all, game design. Usually mimicing whatever game I happened to be a fan of at the time, whether it be L.O.R.D. MUD-style adventures, Xenogears' combat system, a yo-yo RPG set in the universe of Earthbound, D&D dungeon layouts, Master of Orion II-like ship technologies, or Breath of Fire III's Dragon Gene system.
The image on the top is game design notes from just a few months ago, including the initial design document for Rhythm Quest, the Rhythm Quest reword design notes, as well as some brainstorming for the most recent Ludum Dare.
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Really nice. You are not alone, here : I am still saving design notes dating back from 1994 ... http://sylvainhb.blogspot.be/search/label/y94
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