Gaming Your Way

May contain nuts.

74 hours, 33 minutes and 40 seconds

I'm currently touching wood ( tehehe ) that GMM is gold.

Guess how long it's taken ?

This is going to be a two pronged post, I'm going to both wow you with visuals and bore you with stats. Stats first I guess, here's the breakdown of how long the game took blow by blow

Attract Mode: 1hr 9mins
Bots: 13hr 33mins ( I had such a mare with these )
Class Structure: 10mins
Corn Power-Up: 5hr 20mins ( This was re-used for the other power-ups, hence it taking so long )
Display Map: 32mins
Dummy Trap: 2hr 34mins
Game Complete: 58mins
Game Over: 24mins
Golden Ball Power-Up: 49mins
Health Power-Up: 1hr 37mins
Hidden Baddie: 2hr 47mins
HUD: 1hr 38mins
Instructions: 2hr 33mins
Level Complete: 40mins
Level Design: 7hr 38mins
Level Plotter: 7hr 39mins ( What are the odds ? )
Level Structure: 1hr 22min
MiniMap Layout: 1hr 31mins
Mud Power-Up: 1hr 8mins
Pause Mode: 30mins
Player: 7hr 37mins
Points anim: 24mins
Preloader: 34mins
Score: 7mins
Sounds: 3hr 22mins
Tiles: 2h 54mins
Transition: 25mins
TrapDoors: 3hr
WaterTraps: 1hr 23mins

Now this may seem incredibly anal, perhaps to some degree it is, but when working for yourself it's important to keep track of where your time is going. It helps budget for the next game, as you'll see a pattern ( So for example a preloader won't take long, but you know the player and baddie routines will ). A lot of common sense I know, but seeing how long things actually take can be a useful eye opener.

Want to see the map for level 1 ? Go on then seeing how I promised


So from here the clients need to give it the once over, make sure I've fixed what I was meant to, tweaked where things should have been tweaked and sign this bad boy off.

K, time to work on the arkanoid game again...


Comments (6) -

  • Jeff Fulton

    10/1/2008 10:56:09 PM |

    The game looks cool. Is it based on something or entirely unique?

    You didn't list time for watching the Rovers at the pub...

  • Squize

    10/2/2008 1:31:10 PM |

    Hi mate

    ( Thanks for the link to Kelly's article on your blog btw )

    I don't think it's unique, but I can't think of an example of what it's like. It's basically an A>B escape the maze game with a couple of traps to fall into and some baddies tracking you.

    It's quite a nice little game. It's not going to set the world on fire, but the art style is fantastic and it's a nice way to kill 10 mins.

    Ha football and pub. Those are things I used to do.

  • Jeff Fulton

    10/2/2008 2:57:50 PM |

    Some times I do good things, like linking to Kelly's article, and other times I link to pictures of Scarlet Johansons boobies...I take it day by day =).

  • Squize

    10/2/2008 10:20:51 PM |

    :) It's a beautiful mash-up on so many levels mate

  • eidern

    10/4/2008 5:45:40 PM |

    Do you use some kind of software to list elapsed time that you've spent on each part of the game or is it just 'maunally' ?

  • Squize

    10/5/2008 2:24:27 PM |

    Hi mate. We used to use a simple time logger in Konfabulator, basically a list of projects with a big red record button next to them that spat the output into a csv file.
    That worked pretty well ( I'd post it here but it was just a mish-mash of other peoples code shoved together, so I could well get into trouble sharing it. It's not overly tricky to do though with just copy / paste with some of the existing widgets out there ).

    That's been replaced by dgN, a zinc based app Olli's worked on and off on for a while now.
    He wrote about it ages ago here:
    I'm not sure what the long terms plans for it are. Ideally we'd like a web based interface for it too and make it a full blown project management package but we ( ie Olli as he's doing all the work on this ) just never have the time for it.

    There are simple stop watch apps out there which are clunky but do the job and I'd really recommend just recording the time taken for 1 project just to see it, it really gives you some clarity on where exactly your time goes.

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