Tuesday, February 2, 2016.
This year’s Global Game Jam theme was ritual.
Our game has three branching paths, one following love, one becoming a cog in a wheel of work, and one a dark path involving the Necronomicon made famous by Lovecraft. I also suggested a “Get Rich-ual” path, but we ran out of time. Maybe there will be a Producer’s cut someday?
Each day you wake up a little further down the path you’ve chosen. For example, if curiosity gets the best of you and you pick up the Necronomicon, a day or two later you can take a shower in blood and eventually get taken over by a tentacle monster in a dark rift. We consider adding a nod to Maniac Mansion, where you open up the microwave and for breakfast enjoy a beating heart instead of cereal. (LucasArts’ Maniac Mansion allows you to microwave a hamster. No beating hearts, but no one wants to eat a hamster!) Our design was also modestly influenced by Double Fine’s Broken Age.
It was a fun 48 hours, and Jen Jen said we should submit to IGF. Not sure the game is ready for that, but our artists did great work for such a short period.
Eric is at a work meeting this morning, so the rest of us set milestones today. Charlie is also back for the week and play tests 5:35 AM Ugh! for a few minutes.
Wednesday, February 3, 2016.
I speak to a Venture Capitalist visiting Park City for a conference and ask a very important question: “If you were me trying to fund B.E.S.T., where in the VC industry would you start?” He gives me an answer that I won’t post here just yet, though I may update this in the future if the referral works out and they okay it.
Prior to this question, our plan was to focus exclusively on private capital and/or pre-sales instead of Silicon Valley type sources, but this is an interesting new option that could benefit the source of funds and the project dramatically.
Thursday, February 4, 2016.
In Projects III, we have a stand up meeting that takes about 90 minutes instead of five. Lots to report from everyone! I will be working with Charlie on adding to our existing build while the rest of the team focuses on refactoring the game code so we can add new scenarios more efficiently. I would like to make the existing scenario more emotional and personal, add a dramatic ending or two, and improve the investigation phase. We also have work to do on the segment where we interact with the daughter.