This is a poster my lead Artist has been working on that I think really encapsulates the spirit of the game. It’s colorful, cartoonish, it alludes to a grand adventure with many fun characters along the way. I also like the way it makes Mobli’s hometown as much of a character as any of the individual octopuses themselves. It’s very much true that the setting is an important character of its own.
Saturday, October 26, 2019
Thursday, October 17, 2019
Milestones & The Evil Kween's Hideout
Inside The Kween's Hideout |
I just played the first version of our demo in which Mobli reaches inside the Kween's Hideout, and I have to say, I am so proud.
Not only does this particular level look great, but it looks great and it marks a milestone that suggests I'm going to achieve my goal of getting this playable demo done.
To be totally honest, my initial idea of the demo was just one level and the tutorial. However, for my particular game, I felt that the story and the array of baddies was so integral to the enjoyment of the game, that we needed to include the entire first zone.
It's funny, talking about decisions like that, especially at a point in development in which no one on the outside in judging or criticizing the game.
Some thoughts I have, grazing through the game at this stage in the process: Is it good? Is it bad? It's kinda bad. It's kinda good! What is it? Those crystals look awful. Those crystals are looking better. Wow. Boo!
I know that there are some artists out there with the fine artistic motor skills of a genius, but I think Mobli is what carries this demo through. He's so cute. He's so determined. He's got a cute name.
After all the good and all the bad, upon reaching this final stage, I was so proud of Jose, our in-house artist (so-to-speak). He did such a great job on the level. It's got such a cool style. His 3D models really bring this whole game to life... Literally. I love what he's done with the Neil/ Evil Kelp Kween 3D Model.
And before I say too much more about stuff you don't know about, I'll leave you with the image that prompted this post.
Tuesday, October 15, 2019
Staying Positive And Working With Doubt
I'm going to start this blog with an update about Mobli's development.
We implemented a new mechanic into Mobli's repertoire yesterday. The Mobli Drill is up and active.
The idea of Mobli started, with a list of very basic mechanics. I knew, after the first couple of levels, that a full game would need some more depth. I was able to think of something that not only added a bit of nuance into the gameplay, but coincides nicely with an evolving storyline. Cham, Mobli's programmer, told me that video games are Magic. So I really took that to heart and incorporated "The Goddess" into Mobli's storyline.
I don't want to give away everything just yet, but needless to say, the magical inspirations of my youth, shows like Sailor Moon, and games like Final Fantasy, are showing up more and more in Mobli's adventure. And it's quite the journey!
I, like so many creators, suffer with doubt. Also, like so many creators, I don't have any wildly successful ventures in my past that I can rest my laurels on. The type of doubt that lives within me, is that kind that speaks with authority, and says "Not only have you never been successful, you never will be."
And that's just there. I've tried to deny it. I've tried to overcome it. But sometimes, you just have to accept yourself, for what you are. Not what you want to be. And not what you could be. But just what you are right now.
As I run through builds of Mobli, I go through internals ups and downs. I see, "wow, this game is actually pretty unique, it's pretty energetic, and it's basically everything I hoped it would be."
But then come the thoughts: "It's not really that great. It's not good enough, anyway. It's not the worst, but it's DEFINITELY not the best."
In addition to tough internal thoughts, engaging as I do on Facebook, I find myself bumping heads with other creators and creatives. I find myself on the defensive, and I never like how it feels to be on the defensive.
The truth of the matter is: I'm about 2 months into this project. Money has been spent. Time, energy, expectations... I'm not giving up on this project. So however the doubt comes, I known one thing: I'm finishing the demo. I'm doing the marketing plan. I'm pitching it. And I'm going to go strong with it. I'm not going to shuffle away in shame.
So it's time to get tough. I've begun thinking about marketing, and I plan to get a Sister YouTube Channel to this blog going this week. I'm going to keep on posting here. I'm going to manage the production of Mobli as closely and efficiently as I can. And heck... I'll even try to get in some exercise in between it all.
Life has many facets, after all. Our physical bodies can't be ignored, just because we have creative projects that need tending.
We implemented a new mechanic into Mobli's repertoire yesterday. The Mobli Drill is up and active.
Mobli meets "The Goddess of Octopia". |
The idea of Mobli started, with a list of very basic mechanics. I knew, after the first couple of levels, that a full game would need some more depth. I was able to think of something that not only added a bit of nuance into the gameplay, but coincides nicely with an evolving storyline. Cham, Mobli's programmer, told me that video games are Magic. So I really took that to heart and incorporated "The Goddess" into Mobli's storyline.
I don't want to give away everything just yet, but needless to say, the magical inspirations of my youth, shows like Sailor Moon, and games like Final Fantasy, are showing up more and more in Mobli's adventure. And it's quite the journey!
I, like so many creators, suffer with doubt. Also, like so many creators, I don't have any wildly successful ventures in my past that I can rest my laurels on. The type of doubt that lives within me, is that kind that speaks with authority, and says "Not only have you never been successful, you never will be."
And that's just there. I've tried to deny it. I've tried to overcome it. But sometimes, you just have to accept yourself, for what you are. Not what you want to be. And not what you could be. But just what you are right now.
As I run through builds of Mobli, I go through internals ups and downs. I see, "wow, this game is actually pretty unique, it's pretty energetic, and it's basically everything I hoped it would be."
But then come the thoughts: "It's not really that great. It's not good enough, anyway. It's not the worst, but it's DEFINITELY not the best."
In addition to tough internal thoughts, engaging as I do on Facebook, I find myself bumping heads with other creators and creatives. I find myself on the defensive, and I never like how it feels to be on the defensive.
The truth of the matter is: I'm about 2 months into this project. Money has been spent. Time, energy, expectations... I'm not giving up on this project. So however the doubt comes, I known one thing: I'm finishing the demo. I'm doing the marketing plan. I'm pitching it. And I'm going to go strong with it. I'm not going to shuffle away in shame.
So it's time to get tough. I've begun thinking about marketing, and I plan to get a Sister YouTube Channel to this blog going this week. I'm going to keep on posting here. I'm going to manage the production of Mobli as closely and efficiently as I can. And heck... I'll even try to get in some exercise in between it all.
Life has many facets, after all. Our physical bodies can't be ignored, just because we have creative projects that need tending.
Sunday, October 13, 2019
Finding My Core Team On Facebook
Just before I received the $18,000 quote from the Ukranian's, I had posted to the Indie Game Dev Facebook Group I had already started engaging with. From all of my experience with hiring producers and videographers for my music career, I intuitively knew this would be an absolute goldmine for finding the perfect team.
And I was not disappointed.
Cham was either the first or second person I spoke to, and very quickly, after looking through his portfolio of games, knew that he was my speed. Luckily, he came with an artist friend, too, who had experience in game animation.
Cham and Jose are based in Jalisco, Mexico and there is a bit of a language barrier, but they offered me a rate that I could absolutely afford and I felt that they had just the amount of experience required to execute my game idea.
They weren't the most experienced by a long shot. They are in their mid-20s and while not completely inexperienced, they are definitely youngbloods. They are just starting out their careers and have a lot to learn. Just like me, though.
They agreed to work with me from 12-5 Monday to Friday. We began meeting daily via Skype, but we moved to Discord shortly after. Cham and Jose share their screens with me so I can both supervise and collaborate. Not to mention learn about the process.
This video of the game is the product of less than a month into our working together, and I am feeling very optimistic about what we can achieve before the year is up. While the language presents some challenges, persistence and patience pay off in the long run and I am finding we are working better together every day, if not every hour.
In future blogs, I will get into more of the details about what it's like working with Cham and Jose. The difficulties and the awesomeness of it all.
So far, it has been a really great experience. I'm not always the easiest person to work with. I lose my cool sometimes, but I try to be as inspiring and beneficial to them as I can. They are awesome team members and I'm really excited about what the future holds for Mobli because of them.
Saturday, October 12, 2019
Blog # 3: Pushing Forward With A Dream & Why You Must Pay People
So I spent $200 on these game documents (you can see them here). Going forward I knew this amount of money, for this amount of work would be completely untenable.
If you're interested in getting a document like this made, I'll tell you this: I got a good deal of value out of this. First of all, I had something more tangible to attach to this 'idea' I had. It felt like the game was in progress, instead of just an idea. And that is invaluable.
However, I know a lot of you are not going to have 200 bucks to spend. But you will have something to spend. And I'll tell you, if you're the type of person that says, I have NOTHING to spend, I think you need to reevaluate your commitment to yourself and your life. And if you're homeless, then maybe you need to prioritize housing stability over getting your game started.
If I had mocked up this document prior to finding an artist... and I mean mocked it up as detailed as I possibly could with what I am capable of, I could have found somebody online, to recreate my sketches in a lot less time. And all you need from this type of document, is GOOD artistry. It makes it feel more viable as an idea. There are a lot of GOOD to GREAT artists that are looking for small freelance jobs like this. And many of them will accept a lot less than $25 an hour.
But what I really got out of this document, was that when I hired my team, I really was able to hit the ground running on the game. I had my new artist redraw and color the storyboard, and that, combined with my words, became my opening cinematic. It was great to have that type of momentum right out of the gate.
But I'm getting ahead of myself. Let's talk about the Ukranian developer.
My dad sent me a link to a Ukranian developer that makes mobile games. He didn't know them, he just came across their linked in page. I looked at their website and they had some decent work (personally, I am very impressed when someone has decent work) and I thought, "Maybe, JUST maybe, they would really like the project and agree to do it on spec."
To be honest, I didn't really believe this. It was a fleeting hope, at best. I knew that companies can't survive on spec projects, and I also knew that Mobli was just one idea out of thousands... and really, there is a lot of truth to that notion. The value in my idea was not going to be in the basics of the mechanics, or the story ideas, it was going to be in my ability to consistently work with a team, and convey my vision with as much detail and nuance as possible for the entire game. Or at least a great verticle slice (which is definitely new lingo I've picked up on the Indie Game Dev Facebook group). That was my real value.
And this is why you must pay people.
If you're like me, and want a game made professionally, you're going to have to have professionals make it. And professionals don't work for free.
Right here, I am really speaking to the people with "no money". Look, no one wants to hear it. No one cares that you don't have money. We're all struggling in our own way. Most of us empathize with money problems, but complaining doesn't get you a game. So just think for a second. When was the last time you spent money on something you could do without?
That could have been spent on your video game.
I don't say this to shame you for buying lattes or iphones or anything. I want to express to you how good it feels to give up something frivolous, for something invaluable. For something that fills your life with meaning. It's not even a sacrifice. It's a total win win.
While I have some means, I still had to give up stuff to justify the expenses, and it felt great. And it really solidified that this was a commitment. If you REALLY want to make a game, you have to deal with reality. As harsh as it may be at times. And paying people to do technical work, is a reality you must face.
When you pay someone, you up the value of your idea to the person working on it. You up the value of the commitment of the person working on it. You up your value to the person working on it. Conversely, when you do not pay, you subtract from the value of your entire project and the respect you command from the people working for you.
There's always going to be an exception to the rule, but you're probably not the exception. But please, prove me wrong.
And when I got the quote from the Ukranian company... it was $18,000. And I was like... that makes sense, and also... I can't afford that. Not a chance. Honestly, I don't think that would have been a very good investment anyway. I knew that this was my first game, and I should really start humbly. Start with something, and someone, my speed. I wanted somebody with a decent level of know-how, and proof that they had actually made games. Decent games. Not amazing games. Just decent.
I felt that if I could find somebody who knew the basics of how to make games, I could use my vision, and ability to communicate every detail of it, to successfully manufacture Mobli.
And obviously, I would have to find somebody who could do all this on a budget.
Friday, October 11, 2019
Blog #2 - I Think I Might Be An "Idea Guy" pt 2
When I first settled on Mobli, I felt sure that a subtitle would really help my game stand out. So my original title was going to be "Mobli: The Hope For Octopia".
The idea swam around my head for a while before I told my brother and father about it. To my surprise, they both liked the idea. They tend to be brutally honest with me, so their response made me feel like maybe I did have to make this game. I really wanted a project to undertake, and I was really getting into indie games on my Switch.
I think when I hired Jagger, an artist I found through my dad (he is a cartoon producer... I am very privileged in my life, but I just want to make clear that my dad is not actively helping me with this game. Financially, or otherwise.
However, I do have financial support from my partner of 9 years. I get the feeling that this is the part where a lot of you fellow "idea guys" will turn away and say, "I don't have that! He's just rich and I can't even pay my bills." I want you to know that in this blog I'm going to explain a lot, if not all, of the details of my process, as well as uncomfortable, but important truths.
Though I am not in the best position to judge, I firmly believe that anyone who has a middle class income, could potentially put away enough money in not that long of a time to do exactly what I am doing. What I've noticed is that on the budget I'm working with, every dollar not spent is a dollar that can go to my game. Which makes me feel better than spending the money anyway.
Below are the fruits of 8 hours working with Jagger, at a cost of $200. I would not be able to afford Jagger to work on any more of the game, as he was too expensive for me.
With the 8 hours that I booked Jagger for, I was able to make what I really cut to the heart of both my game ideas. We literally worked the entire 8 hours, with a very short lunch break. Though I'm not going to be focusing on it in this blog, I will post the second game design document we created that day.
The game, which I call Minecart Racer 2D, is a classic minecart style game, with the added mechanic of a dog that the main character can throw in the air to collect items and pull switches. I have to say that I have never been the biggest fan of the minecart gameplay, but one game I played as a kid, called Young Merlin, had a minecart section that never left my mind. That, and I, for whatever reason, got the notion that I could really hone the minecart mechanics, incorporate a really fun and dramatic story (thanks to Celeste... you must play Celeste!), and I could have a really fun puzzle oriented side scroller that might have a chance at standing out. I can't explain perfectly why I think this game would standout... I just saw in my mind's eye, a very fun and attention keeping game that I could create.
Honestly, I thought if I had these documents drawn up by a professional artist, I might have a chance of getting funding. However, after getting them done, and seeing the astounding talent I would essentially be competing with, these would mean next to nothing.
So, feeling impatient, I just decided I would cancel my yoga membership, stop eating out, stop ubering, etc and convince my partner to let me hire people to help me make Mobli. Just to reiterate one thing, I chose Mobli because it was the first idea I had. That was it.
Another thing I want to add, especially for other idea guys, is that I did not do a search for artists and programmers that might team up with me for free. It became obvious to me (and having worked on indie projects before, I already knew) that this would not be taken well by the community of indie developers. Additionally, because I knew I could scrounge the resources, I did not want to work with people who weren't being paid (no accountability) and also, I truly feel happy being able to hire people to work in the field they love. Supporting the careers and dreams of other artists and creators is always an awesome feeling and I will continue to do so for the rest of my life.
And after all that I mean to say... Even if you are just an idea guy, with a great idea in your head... And you absolutely cannot afford to hire anybody, my advice is to search as hard as you can for those people. Everybody has a different story to tell and a different story to write. I believe in possibilities and I believe where there is a will, there is a way... But admittedly, some ways may be harder than others.
Blog # 1 - I Think I Might Be An "Idea Guy" Pt 1
I feel it necessary to get this out of the way as soon as possible because it's both the thing I'm most ashamed of, and yet I'd really like to change the connotation of the dreaded "Idea Guy".
So for all of you fellow Idea Guys, I figure I should let you know that I'm paying a programmer and an artist (amongst other freelance workers for things like music, additional art, etc.) What I'm trying to say is that I didn't just pop into an indie game developer Facebook Group and find people who were so enthralled by my amazing idea that they said "I'd love to work on that for equity alone."
Personally, I think that is extremely unlikely to happen. I wouldn't say it's impossible, but I don't think it's likely. I am fortunate enough to be able to get the funds to pay out my team. 2 months in and I've spent just about $2,000. I'm hoping to finish the entire demo of the game for under 3.
But it's not all bad news, fellow idea guys. I know that a lot of you have day jobs, and I want you to know, if you're willing and able to put aside spare funds, you can find people to help you make your game for reasonable rates.
I've been enjoying and engaging with the Facebook Group Indie Game Devs for a couple months now. It's actually where I have found most of the people I have hired to work on my game. It's an excellent resource for immersing yourself in the culture of indie game developers. I can't say I always feel like I'm "one of the gang", what being an idea guy and all, but I really enjoy supporting and engaging with aspiring game developers. And to be honest, some of their work is hard to look at... because it's so good and professional.
I'm going to share all about my game, Mobli, and the process I've gone through getting it created. Hopefully soon, I'll share the demo with anyone that wants to try it out.
Before I describe the game from the standpoint of someone pitching it to you, I want to share with you the first steps I took in pursuing the creation of Mobli.
Back in early August, I got the idea for Mobli while I was playing Super Meat Boy. I had just played Celeste as well, so I was really discovering my love for puzzle platforming and taking a strong interest in indie game mechanics. I loved the idea of creating a simple 2D puzzle-platformer type game and one day, quite abruptly, the idea for Mobli, and the mechanics that create the foundation of my game-to-be.
Soon after, I thought of one more 2D puzzle-platformer that I might like to make. After that, I decided I needed to stop creating new ideas. If I was ever going to be an actual game designer/ creator, I had to act on what I thought were solid ideas. Quite literally because it was the first of my two ideas, I settled on going forward with Mobli.
Blog # 2 - I Think I Might Be An "Idea Guy" Pt 2
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Please check out some of the new footage from Mobli: a scene from the opening cinematic we added power meters and new graphics...
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When I first settled on Mobli, I felt sure that a subtitle would really help my game stand out. So my original title was going to be ...