Share: A Development diary by Tom Fulp, maker of Castle Crasher

Source: Internet
Author: User

Address: http://tomfulp.newgrounds.com/news/post/78053


The longer I spent on Castle Crasher, the shorter I went to bed. It started to adjust my work schedule from AM to Am. After working on Sunday, I got a bunch of PM back home, but I still can't go to bed, because I felt guilty when I went to bed after leaving so much work. So I went back to the office and worked until Monday night. Today's schedule is. In this way, I finally got home and squatted on the bed, trying to relax my mind. I felt like I was about to fall asleep, but soon I couldn't sleep. So I got up, either going back to the office, sitting at home and holding my notebook, and leaving some ideas to tomorrow.

 

Making Castle Crasher is like putting yourself to bed. At one point, you thought it was almost done, but at that time, your brain began to think fast, and various ideas began to flow out, and you could not control it at all, suddenly you find that the current progress is still 108,000 miles away from the ideal state. But I have to, because this is the only way to make the game fun. Some people call this phenomenon scope creep, which is a bad situation for frequent changes to the target during the development process. But now we do have a clear project definition, we only need to follow this definition, but do not discard any elements that we may regret in the future.

 

The experience of creating Alien Hominid on the gaming platform makes me feel that this kind of project will be done only once in my life, not only once, but also once for my mental endurance. But now, 15 months later, we told ourselves that the next game would be a simpler game-but that's just a story. The next game will always be bigger and stronger, or you will be regressing. Castle Crasher is naturally a more powerful game.

Note: At Am, I feel that I will not soon fall asleep even when I go to bed. Many people see the scenery of Castle Crasher on XBLA, but few want to know the hardships behind behemoth as an independent developer. This diary reminds me of the days when I used to work with qianma Gan in my company. In the near future, I will embark on a similar path. If you are also obsessed with game development, contact me.


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