Space Inverders

This is one I’ve had on my mind for a while. So, today’s the day.

Basically a huge rip off of the (incredibly awesome) original Space Invaders, except – you control the invaders. Hence, inverted space invaders. Golly yes, I’m so clever.

Anyway, right now I’m busy working on the artwork, so there’s not much to look at yet, but I’ve got it pretty clearly mapped out in my head (unlike, say, yesterday). Should come together pretty cleanly – although there’s a ton of slick little touches I’d like to add.

Wow, so I really fucked that. I thought, for speed, if I just used the existing artwork, that’d be more efficient. So, after getting all the key pieces drawn, looking great, in a variety of colours etc, I realised they were too big. I couldn’t scale them down without losing detail and blurring the strong contrast. So, there was 7 hours gone. Youch.

I think I need to VERY strongly focus: ugly-as-fuck-gameplay first, then polishing afterwards. Not the other way around. The problem (motivationally) is that a better looking game motivates me more to work on it. Still, in terms of hammering these things out quickly, I’m gonna need to flip my attention 100% around, otherwise I’m going to have more screwups like this.

So, as much as I liked the idea, I’m having to walk away from this one. At the moment, it’s L/R/space to fire. You’re the defender. It’s super lame. So, really nice graphics – but that was the entire day gone on those. Of course, if I had to do them again, I could whip them out super fast – so that’s a good learning opportunity, but a shitty game. I think I’d like to come back to this one though.

Critical lesson for today: gameplay first, polish second.

play