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April 1st, 1:32pm 0 comments

Check out @JuicyBeast's Creation Process

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Gobotron creators JuicyBeast have posted a fascinating insight into their creative process. It's well worth a read.

It follows a game's development from initial idea to a fairy late prototype, documenting the changes and compromises along the way and the reasons behind them.

How about a tower defence game where the towers reproduce organically instead of being built?

As the idea gets fleshed out, it becomes a nature loving, non violent game where the player builds a magic forest by harnessing the power from passing tree spirits.

Early prototypes reveal that the innovative features are harder to implement than expected.

After a long break in posts, a sad confession that many of the unique features are jettisoned and they've got a fairly standard tower defence game on their hands.

And then, new twists on the classic tower defence team put Juicybeast back on top with a fun game that's not what they had planned but still promises to be a lot of fun.

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It's well worth reading every part. I love their original idea -- a tower defence style game based around collecting life force rather than destroying it. I hope they manage to make it work in the future. But their perseverance and pragmatism means that they've not got stuck in a rut. They're going to ship!

By the way Gobtron is out today on the iPhone so if you're lucky enough to have one of those infernal things, buy it now.
Filed under design development flash
Posted by David Barnes