This is Indie Dev Diaries, a bi weekly segment dedicated to telling the stories of Indie Devs
Been keeping up with this series? We like to give up and coming / established indie devs a chance to talk about a day in their life as game developer.
This week we have indie studio, The Dangerous Kitchen, who’ve decided to focusing in on some the hardship and struggles that come with being a developer.
Let us know your feedback after a read of their entry.
I’ve nearly lost all the sanity I’ve worked so hard to keep a hold of.
Developing a game has chipped away at me, broken me down to but a withered core.
What’s left is nothing; a paltry shade of my former existence. There is so much work to do, nevertheless I am here, writing about the horrors of the day.
We travelled to the Premier Inn lobby we dwell in to work on our game “De Mambo” as usual. How we have managed not only to make a game in these premises, but also to continue unnoticed is remarkable.
Duties of an Indie Dev
My main duties entail any and all writing pertaining to the game, however as we are small team, everyone has more than one duty they are enlisted for. Doing concept art, sound effects and game design also form some of my duties.
I spend the morning writing much of the copy for our upcoming Kickstarter; I rearrange letters and construct words to convey a humoured sense of dread into the reader.
This is my only way of venting all the pain and suffering I feel inside—but I digress.
This happens to be the best part about being what one would consider ‘indie’: there is no linearity to what you write. If one wants to deviate from the norm then one is free to do so.
There is a vast amount of writing that needs to be completed; I see now why preparing for a Kickstarter is considered tough.
To alleviate some stress, I took a break from writing and chose to construct a few sound effects for De Mambo.
My trusty iPhone with the app Animoog is used and then recorded into Audacity on my MacBook. The shuddersome despair I’m filled with is truly let out in my sound creation.
I contemplate my own meaningless existence into pure involuntary sound waves.
The team seemed to enjoy the horrific sound I birthed; they commented on how pleased they were with its tumultuous ring and decided to place it within the game.
Wonders of working within a premier inn
We all eat at different times, to confuse the overseers of the establishment we squat in.
If we consumed our homemade provisions at the same time, the violent chewing would surely alert them to our so-called wrongdoings.
As I was eating, I watched Lucy continue to work on a list of Youtube Let’s Play and Twitch streamers.
She places their names and emails into a spreadsheet to prepare to send them our demo. As much as the wretchedness of the world has hacked away at us, in not one of us is this more discernable than with Lucy.
Her place in the Kitchen is burdened with all organisational duties, as if she doesn’t, surely no one will, (or that’s what we tell her).
We recently found Keir (a brightly lit soul with immense programming chops), who is helping us do the boring stuff, says Amit.
We desperately needed someone to help us fill out the gaps in our programming knowledge, so Keir has been a godsend; his enthusiasm and youth somewhat alleviates the cynical ruminations our tainted minds go through.
Whatever immemorial forces that drew us together seem to be pleased with our progress today, as they have granted us smooth sailing on our venture.
Amit started out like the rest of us, an artist—but through much divine trickery, he was sent to the code dungeon to live out the rest of his life.
De Mambo was made as a result of him learning how to code, a valiant effort that has resulted in us moving forward so expeditiously.
To combat his shoddy yet somehow functional programming, Keir has taken it upon himself to spruce up the backend of De Mambo, so when we send out the demo, it will be far easier for people to actually play the game.
De Mambo didn’t have controller support, so we ran SNES controllers with USB adaptors through JoyToKey to actually play the game with four players.
Keir’s first task was to implement the controller support, which he succeeded in doing. Today’s task, was far more challenging and required all of us to get it working.
Amit and Keir worked on moving the character physics from the Update() to the FixedUpdate() function meaning:
The character movement no longer varies on the machine on which it is being played, allowing player consistency.
Amit began by placing upon his brow the mighty code lenses to help reinvigorate his flailing eyesight and instil a strong sense of nerdality into his haggard body. He tackled the code with reckless abandon attempting to forget the suffering his family lash him with daily.
In doing this task, Lucy and I were required to test the physics after every small change to get this new build to resemble the old one.
We had a lot of fun!
One change in particular changed the speed and movement so De Mambo played incredibly fast and with a lot of air control.
It almost felt like a souped-up version of the original prototype, which brought back many memories.
We may even decide to include this version as a mode in the final game.
Although today was a normal day of toiling away, the unutterable horrors of tomorrow and the looming dread that are our deadlines always seep their way into the back of our minds.
We accomplished a decent amount of work today, but there is much more to do, as always.
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