Please forgive any lameness in this post, which was written on my phone during an extended power surge/failure! I hope it didn’t explode my computer… happy Canadian Thanksgiving indeed! (UPDATE from my computer: she’s 7 years old but she’s still kickin’!)
A bit of cool news on the other hand — Bleed (the original) has been chosen to appear in the upcoming AGDQ!! If you’re unfamiliar with GDQ events please check them out — it’s basically world-class speedrunners absolutely destroying games for 7 days straight, raising tons of money for charity as they go. It’s a privilege to be a part of it, even in a small way.
In Bleed 2 news, things are getting hectic around here! Two weeks remain to submit Bleed 2 to the IGF (the annual Independent Games Festival.) If you don’t know the IGF, think of it as the Oscars for indie games. They judge in a variety of categories like Design, Audio and Narrative — so while the game’s story won’t win any awards, Joonas and Jukio’s brilliant audio work just might!
My final week of IGF prep is really well-defined, but the coming (second-last) week, not so much. I pretty much finished all the medium-priority bugs and to-do’s this week, which leaves me with only major and minor tasks ahead! The major tasks (like the art-heavy credits sequence) will take more than a week, so I’ll go through the minor tasks instead, and work on those which will most impact the game’s quality.
For example, Jukio completed the Bleed 2 theme song this week, which he shared a bit of on Twitter:
working on BLEED 2 like a MAD DOG pic.twitter.com/5SYMo4633y
— Jukio (@jukiokallio) October 5, 2016
Not only is it freakin’ AWESOME, it has that cool opening section. Listening to it gave me an idea for a simple intro sequence to match, which would give the story context and make the game’s opening more dramatic and exciting! I don’t think many people watch those intros, but for those who do (like judges…?) it could add a lot. (I realize I just poked fun at the game’s relatively simple story, but first impressions and context are important!) This will likely be my last unplanned addition to the game.
Working mostly alone can make picking hard deadlines seem arbitrary, and I believe there’s great value in the “when it’s done” approach. Even so, at some point you have to draw the line (and I’m getting close to the four-year mark) so events like the IGF, PAX, etc. (along with my large release window) help provide focus to the project and keep me motivated to finish the damn thing! Let’s do it!