When a Game Teaches You
Developing Algo-Bot taught us the most important thing in game development: team communication. Read how hard it was to develop this game without killing each other.
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Grab your beer, your cup of coffee, or whatever... The tale begins here. A year ago, we met some lovely people from a training center. They had this training course in programming and were looking for a game to help their participants learn programming more efficiently. They didn't have a ton of money but the idea of making a game about coding was enticing. There is no need to tell you how coding is important in video games development, and at Fishing Cactus, we really do love making games. After hours of reflection, we called those guys back. Challenge accepted! Then we thought about it. How are we going to teach programming without being dull and boring? That was our first challenge, and also the beginning of the A team. As part of this team, Laurent Grumiaux and Guillaume Bouckaert thought about the game's concept, and we can truly tell you that this game was mind-tingling before even being a real game. The first good idea that came out from this collaboration was to invite programmers to join the team, which allowed them to act early in the development process. It turned out that many of them used to play Logo and Robot Rally as kids. That point helped to redefine the concept.Step 1: Redefine the Concept
Making a game about programming is not that easy, and we didn't want to create another "OkILearnedSomethingAndSoWhat?" game. Then we were reminded of a famous quote from Steve Jobs: "I think everyone should learn how to program a computer, because it teaches you how to think." The solution was so obvious that no one even noticed it until then: we wouldn't create a game that teaches you to code, but a game that teaches you how to improve the way you think. But how were we going to do that? With logic, of course! Nowadays, coding is one of the more desirable skills there is, and coding is nothing without logic. With this in mind, we set out to create a game that would help people grasp the essential skills of logic that the programming craft requires. Good! We have got a nice concept. The question now is how will we manage to do that? The first idea was to create a character that has a job to perform in a futuristic power plant full of leaking toxic containers, industrial crates, and stubborn little robots. By carrying around those toxic containers, sorting them out and re-arranging them, the player will need to be smart and use programming basics such as functions, variables, the set theory, conditions, and loops.
Step 2: Select Your team
We had a concept and a gameplay. All we needed was love, time, and money. We had to make this concept into a game. Joined by Jef Stuyck, Silouane Jeanneteau, and Christophe Clementi, our team 1.1 was now made up of a project manager, a game designer and three programmers. The programmers would tell you that they are all you need to create a game, but they are wrong. We needed a complete world. More than anything, we needed a hero. Then, we needed artists. In game development, that is the moment when everything turns into chaos. Not because artists join the development, but because now you have a complete functional team with motivated people full of ideas. In that moment, nobody is a programmer, an artist, or a game designer, but everyone is the guy with an idea. And because it's a game about coding, guess who think he knows best? Well, it's like bombarding atoms with neutrons. It's up to the project manager to make good use of this energy.Step 3: Create a World
Even if you want to, you definitely can't sell a game about coding starring a unicorn in a cotton candy world. Obviously, the robot was the perfect hero for our game. Inspired by Wall-E, Antoine Petit, our 2D artist, mixed futuristic shapes and retro styling into a robot with a real personality. Since there was no reason for Algo-Bot to be a 2D game, C?dric Stourme started to 3D model the robot and its world.
Step 4: Make a Game
"Make a game" sounds simple enough. Everyone can make a game, but we wanted to make a good game, and making a good game requires a lot of self-investment. First of all, a game needs time and includes hours of research and development. Focusing on this uncommon gameplay and writing this clean code that would bring the game to life became our daily routine. The deadline was approaching, and Algo-Bot seemed like nothing more than a seed, no matter how much time and love we gave it.
Article Update Log
27 Jan 2014: Initial releaseRelated Tutorials
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