I am really excited to share the news that Forgive Me My Henchmen now has two musicians working on the project! And not just any musicians...these guys mean business!! I wanted to quickly introduce the two rockstars who are going to be helping bring Forgive Me My Henchmen to life!
Blake has already composed, produced, and recorded four original albums. He also has extensive experience working in 'da club' as a DJ, and has opened for some big names. This man has scored 40+ short films, as well as numerous feature films and video game projects, and I can't say how excited I am to work with him. He's based out of Vancouver, Canada, and here is his site, which showcases some of his music and also goes into his work history in more depth.
I had previously been worried a lot about the music for this game. I knew stock music just wouldn't cut it, but finding the right artists for a project can be really tough! I'm really happy how this has all worked out. This game needed great music, and that's gonna happen! Can't wait until everybody gets to listen to the final result :)
A few weeks ago, I took a weekend off from Forgive Me My Henchmen to enter into a game jam.
For those of you who don’t know, a game jam is a competition when you’re tasked to make a complete game within a time frame (often 48 - 72 hours). I entered into the Ludum Dare Game Jam, which is one of the biggest and oldest. There were over 6000 people who signed up, and over 3000 people who submitted games.
The games are usually centered around a theme, and the theme for this jam was:
“Combine two incompatible genres”
That is why I decided to create a rhythm / puzzle / stealth game! In it, you play as a sneaky ninja, who must penetrate an armed facility to the beat of the music. You can use boomboxes to distract and move guards, and the game is filled with humour and epic dance moves.
1) Spend more time at the beginning thinking through everything - my process has typically been try something, keep what works, remove what doesn’t, try again. This is great for a game which is has tons of time that you can put into it (like Forgive Me My Henchmen) but for a game that you only have 72 hours to develop, you really need to have a crystal clear idea of what you want to develop as soon as possible. Otherwise, you spend too much time in development, not giving you enough time to polish/improve the game.
In my spare time, I am going to keep on developing / working on this concept - I think with a lot more work and polish, I could develop it into a really entertaining puzzle game - we’ll see.
Today, I wanted to share story from my life - it is the story I go back to whenever I need inspiration, or whenever I need a reminder that things ain't so bad.
Anyway, after taking a pity pamphlet from this kid, I realized how good my life is. Even when I've hit rock bottom, it has never been in a grape suit. And herein lies the lesson:
No matter how tough things get, at least you're not grapes :)
This was a long time ago now, and even to this day I think about this kid (now a man) and think of who he might have become. Personally, I hope he moved on from this lowpoint and became something great...like juice.
For more nonsense like this, follow me on twitter @BlakeMcDeezy. You can also follow the game's development @FMMHenchmen