One of the biggest struggles I believe our team has had is really nailing down the question, “What is our game?” We have had several design meetings that we’ve covered the topic and team members have thrown out ideas, but So far what we are doing is recreating our hall scenario from the pitch. We’ve centered around a Comic book Cell Shaded art style which gives us lots of liberties with the mechanic. Meaning that we could make the mechanic a super power or a paranormal feature. So far we still haven’t found the fun of our game. Because of the excess of producers on my team I have taken to prototyping different ideas that have come up during meetings. My hope in doing this is to find and show what can and can’t be fun with our mechanic.
On a different note, The GApp lab project that I’ve been producing is in crunch right now getting ready for a harsh alpha review this coming Monday. We have one big feature to get in tomorrow then bug testing for the rest of the week. I’m nervous and excited to see this project moving forward. I’ve been learning a lot in The GApp lab about how to be a good producer. I still have a long way to go, I’m still learning things everyday from Zac and Zeph (the Lead Producers of The GApp lab). One of the big things I learned this week was how to go about planning crunch. I was just going to sit down with my team and tell them, “Look we have a lot to do we are going to have to put a lot of hours in this week to get it done.” In the team meeting, I starting running over all that we needed to do. Zac then led a discussion on how we could get everything done. He laid out a couple options. The team responded with a couple options. We then analyzed our options and chose a direction to go. I was shocked at how easy the discussion when and then took some time to think of how I could use that to be a better producer. I’m hoping that one day it will all just click, but until then I’m going to keep working and trying to get to being a good producer.