When the concept for a first person text adventure popped into my head, it felt like a good fit for 7DFPS - a different approach to the concept of a first person game that was a step outside of the sorts of things I'd done before.
Aware of the technology problems that faced me last year, I started looking at options much earlier, taking a couple of different approaches and trying to prototype up the kind of experience I wanted to explore with this game (these prototypes had very little content to them and focused more on trying to reduce the number of technical unknowns than trying to make the game and were super minimal) so that I could focus on implementation and content development during the event.
I had planned to write a slew of blog posts during development, looking at interface and presentation decisions, the differences between interpreting text and visuals, puzzle design and the insights that came with that and a few other bits and pieces.
Unfortunately, as it turned out, accross the 7DFPS week, I had my day job go into crunch mode ahead of a presentation of a new platform we've been developing, two companies that I do community stuff with/for decided to launch products, and assorted other minor distractions which I would have appreciated not having to deal with (including having my left thumb bitten
down to the bone by my cat o/ ).
These additional pressures made it harder for me to keep track of my team, and it wasn't until Thursday night that I realised that I'd need to switch gears from writing and scene creation to help out on the engine development side.
I haven't had chance to do a proper count, but it looks like we have 4 minutes or so worth of fantastic music composed by Anton, nearly 100 recorded foley samples by lindar, maybe 2,000 lines of code from Henry (not counting stuff I've done myself), and over 7,500 words' worth of content (from location descriptions alone) that I've written myself. In addition, there are numerous supporting documents and diagrams looking at scene layouts, puzzle structure, plot, and so forth.
The past 48 hours have been an exciting journey and one that I'd like to write more about, but I think that for the moment, my time is better spent pushing ahead. I'm committed to this project and intend to see it through. Hopefully along the way, I'll have more time to write about the project, and maybe have a build ready before the itch.io submission time expires!