Image by Chris Brignola


There are those who don’t realize it, even those who do not acknowledge it but, our lives are supported by a matrix of columns. Each is a person who has performed deeds or supplied some kind of support to help us move forward.

Introducing The Kingdom of Kuru: The Great Race, currently in development. More information soon including development journals, milestones and information on the developers.
Once I had my idea, I initially thought building it into a good game idea would be easy; I was wrong. Building the idea is complicated because you have to manage a delicate balance of multiple facets even before you get to designing the actual gameplay aspects. Some of these include, potential monetization, popular appeal and creative freedom of the developers.

One would think that monetization and popular appeal would go hand and hand, not necessarily. A common method is micro transactions within the game. However, this is not all that appealing to the populous - often because of the device where the rewards gained from paying far outweigh the spoils of hard work. For those that don't mind paying small increments at first, I've heard many flame and rant as more and more items are introduced and other times go on sale after they purchased. Ads are another way of monetization but I don't think I need to explain why these can detract from popular appeal.

Popular appeal is highly complex. It relies on the psychology of the audience you're trying to reach, their specific likes, current trends, visual appeal, gameplay systems and so much more. It's really hard to accurately predict how popular your idea will be. Even making near clones to a massively popular game can reap more than a 90 percent decline in individual users over the original.

Creative freedom has always been an issue for creators of every type of media. While you want to make your game profitable, you also want to make the creation you love. Often in gaming, you have to make compromises to not only be appealing to players but, you'll often run into timelines and budget limitation which cause you to limit what you can and cannot do. Sometimes, the compromises aren't easy and sometimes you'll even miss the mark. You often see this with pushed deadlines, games released immediately with DLC or missing features to be patched in later.

I have a pretty good feeling that I've created a nice blend however, I'm implementing a loose iterative process that'll allow for moderate changes for the early segments of development.
Image by Enrique Dans

I find myself wondering if some of the grey and jaded are not simply stubborn but, possess some revelations of wisdom that they care not to explain nor recollect. Something that cannot be taught, only gleaned through experience. It is known that learning a truth can forever change one for the better. It can open the doors of the mind, unveiling wonders previously hidden. But, if it is an unwanted truth -something you wish to reject out of hope or desperation, could it cast a shadow so dark it would permanently dim one's light?
Game Development Diary for Project Lilu by Kym Pressley
The first challenge of game development is coming up with an idea you want to stick with, the spark. For some people, coming up with ideas on the spot is difficult. But, I'm the type of person that has ideas constantly racing through my mind. The challenge for me was picking limiting the number to a viable few.

Just any idea won't do. There's that fine line between the freedom of artistic creativity and client demand. It's difficult to balance between an idea that will sell and idea you can fully put your heart behind.

The method that helped me most was seeing which idea I could grow organically in my mind. It didn't matter if it was a game play mechanic, a visual concept, musical theme or something arbitrary like the way a character walked. As long as the idea could take off and flesh out, I'd consider it.

Even after this, I still needed to filter down some things. That lead to one of the best techniques I know of, false starts. A false start when you try out an idea without the expectation of it succeeding. The point is to see where it leads and feel it out. This gives you much more insight than just picking blindly or off of an assumption. After more than a couple of rounds of this, I found my spark. I had a solid place to start.

Next step, growing the idea into a viable game.