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New folder is a team game where two factions fight it out in various levels.

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I explain what this new folder project is all about, and why I decided to go with it.

Posted by ninjadave on Mar 28th, 2011

New folder is largely a personal experimental direction on game development. Its not a new direction, but it is for me. More along the lines of agile development tied in with cowboy coding, rather than focused structured development.

It is a slightly random changing game direction with a basic beginning, and with community influences, work itself into an intricate project (Hopefully).

Well, why?


I've noticed a lot of development cycles can be related to an archery analogy.
When I first jumped into the development scene, it was more of a fire in the general direction and see how it goes.
I have since realized game/mod development is a planned procedure, where developers aim at targets much closer to where they are, such as internal releases and eventually alpha/beta, and plan accordingly when it comes to the next shot. All of this works for the bigger plan of finishing a full fledged project.

To sum up my early development planning:


Either I was superman or I failed horribly. You can decide for yourself.

I think everyone knows game/mod development takes planning, but I think few realize what extent of planning and effort it really requires.

A few weeks ago, I still had an urge to continue some sort of game development, but I knew from past experiences that I could not even begin anything small scale.

Somehow in all of that, New folder was born. (Created actually, with a right click)
This way I could make a very simple game project that can become equally as complicated.

How does it work?


The beginning of development starts off like any project, only much simpler, with only the bare basics in place. (So far, aiming towards a typical team death match scenario)

Tying back in the archery analogy, I'll then take a shot at a reasonable direction. If it turns out great, I'll go from there and then try another shot.

If it doesn't seem to work well at all, I'll revert to a previous shot and try a different reasonable direction.

This is similar to a 'normal development cycle', only is in shorter bursts and can drastically change directions during development. (Which can result in entirely different settings or game-play)


This style of development is very adaptive, and since my development time changes drastically, I can change the distance of the shot.

The fact it is less plan oriented and random makes it more suitable for a hobbyist project, since its ever changing behavior makes it more interesting. (In my opinion)

Closing thoughts

I don't know where this project will go, how fast it will go, or what it will do. I look forward to its development and potential. I also plan to keep news articles such as this to track progress, and show if the method is working.

The project is already taking its first shot towards team death match with mercenary characters.

As usual, I'm open to ideas and like to hear them. If you have any comments or constructive criticisms about this development cycle, please note them!

Post comment Comments
figalot
figalot Mar 28 2011, 6:22am says:

I love this, i just started a game called " a world beyond our own " all i know is its a 3rd person adventure game and im gonna make what ever feels good.

+1 vote     reply to comment
ninjadave
ninjadave Mar 28 2011, 12:42pm replied:

Sounds like a good start! I still believe this kind of approach is a good hobbyist approach. I'd like to see the progress you make on it, and where it will lead.

+1 vote     reply to comment
DuckSauce
DuckSauce Mar 28 2011, 7:29am says:

Just be aware, you don't have unlimited arrows :)

But small goals, that's the way to go, achieving smaller goals working towards a bigger goal can be satisfying, while just shooting at a harder to hit goal will merely end up in frustrating failure, hitting targets along the way to it will have that gratification of hitting each target. (or most at least)

I use a similar approach, just take a look at my profile, the recent video's of the last 2 weeks I have there are part of a new hobbyist project, each time a reach a goal I set out(whether that's expirementation or not) I make a video to show it off and it feels good making progress like this.

+1 vote     reply to comment
ninjadave
ninjadave Mar 28 2011, 12:47pm replied:

That's an interesting method, it sort of reminds me of how modelers 'speed model' only more general development oriented.

I can't see the videos right now since I'm on poor wireless, but I'll be sure to follow them later. I didn't actually realize anyone was using similar approaches, but putting it into video like such seems like a good way to put it all into documentation.

+1 vote     reply to comment
DuckSauce
DuckSauce Mar 29 2011, 4:36am replied:

Well not all my goals are in video's, but it does show how devepopment progresses quite well.

+1 vote     reply to comment
DeltaForce95
DeltaForce95 Mar 28 2011, 10:53am says:

dude if this doesn't work out i'd love for you to make comics :p these made me giggle :p

+1 vote     reply to comment
ninjadave
ninjadave Mar 28 2011, 12:48pm replied:

Really? I'll make more comics for updates then. :-)

+1 vote     reply to comment
Fahim96
Fahim96 Mar 28 2011, 1:36pm says:

Game sounds cool.
Let me know when the beta or first version's out.

+1 vote     reply to comment
ninjadave
ninjadave Mar 28 2011, 8:51pm replied:

Will do.

+1 vote     reply to comment
Wagmance
Wagmance Mar 29 2011, 4:22pm says:

good read!

as with Delta, I love the illustrations :P

+1 vote     reply to comment
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