I wasn’t going to chime in but it seems like people are mostly saying “plan ahead” (or they were when I started writing this) so…
I barely ever write IF: I tend to say that I’m not a fiction writer (not because I doubt that I can (learn to) write half-decent fiction, but because writing fiction has never grabbed me enough to prioritize it over however many other hobbies).
But I have done a couple tiny IF (or IF-adjacent) things, and most of my itch.io page is graphical games that I’ve made in 1-8 hours (or that started that way and I then polished/extended).
And for me it’s not about planning ahead but about asking what I CAN do in a small amount of time and what I can make out of that. And also just… going for it and ruthlessly side-stepping anything that gets in the way instead of getting bogged down in trying to make something good.
So for instance Walk in the Rain was me wondering about limiting a Carta game to a digital implementation and what that might look like: it’s a very minimal prototype which has basically no mechanics so it was (I think?) about 90 minutes of coding and then I just sat down and wrote whatever – we have a farm, we’ve been here for 18 years, we’re outside in all weathers, so I just wrote as many little rainy-day events as I could think of. IIRC it was about 3.5 hours total, idea to completion.
I tend to be pretty bad at “write a story” but pretty good at “write 30-50 words about something that could happen when you’re out in the rain” so that’s another way I’ll try to write quickly. Come up with 50 hat descriptions. That kind of thing.
But also yeah, scope down. No, scope down more than that. Put some features back. That’s still too many features.
So Walk in the Rain just grabs 24 text snippets from a shuffled set of… more than that (?) and lays out a four by six table of “cards” and then lets you move around between them, and when you move to a card it adds that card’s text to the text output.
Exquisite Poem Generator was a collaboration with a bunch of people, but again, the code is pretty simple and then it’s all writing. You have a “lock” where you enter a four-letter “code” and it uses each letter to grab a line from 26 different poems, mashes them together and shows the result to you. I spent I think about an hour on the implementation: scribbled two hearts on paper, photographed them, lined them up, wrote the code, dumped everyone’s poems in there, and go.
Again, with speed-gamedev I usually start with one thing. And it’s better if it’s one thing you know you can do. RGB Jet was a One Hour Game Jam entry: I made a single point that moved around, and had sideways friction based on its speed so it acted kind of like an airplane wing, and I made it accelerate toward the mouse. It’s something I’ve done before, I know the movement is amusing to play with. And then I had 15 minutes left so I put red/green/blue circles on screen and if you fly through one of them it increments (wrapping) that component of the background color.
Spacemail Chimp was also in my one-hour phase: one button, latch on to the nearest “star” and restrict your distance so you swing around it. Again, simple vector math, it’s something I like and have done a bunch of. No screen scrolling, nothing. I got that working fast enough that I added some “envelope” rectangles that you could pick up and “deliver” when you swung through them, and a count-up variable for how many spawn at once.
If you have four hours, what can you code in one hour? A quarter of the time is about right, I find. If you’re working in a parser engine, can you make a couple rooms, and a button to press that… unlocks a door? Cool, now go make a game about that. What kind of silly story can you tell with just that one mechanic? Or maybe your one mechanic is that something happens when you put an object down in a particular place.
In choice IF, can you find something to make the choices about and just brainstorm a bunch of those? Dick McButts, for instance. All the choices are about the same thing, they all have two options, one lets you keep going, the other ends the game and you have to back up. No state tracking, right? Just ridiculous scenarios; how many can you come up with in four hours?
And then just… be willing to side-step any obstacles and don’t get hung up on them. If you’re experimenting with a mechanic, do that first. If you don’t do it first and you get in the middle and you run into trouble implementing the mechanic, ask yourself how you can cut it. If you cut it, how can the story you’re writing still continue? It’s not about making something good, it’s about making SOMETHING. Anything.
Although I usually don’t do planning ahead, so that changes things some. I do have a Type-Help inspired static deduction game I’m hoping to do for Ectocomp in the next few days and I have put about 75 minutes of planning into that: made up a tiny scenario, broke it down into a handful of timesteps and which groups people are going to be split up into, what’s generally going to happen in each scene. No commands other than “enter filename.”
So I’m expecting I’ll spend about an hour implementing it, I’ll sit down and bang out some words for each scene, and kinda feel my way through how they connect (and exactly which ones connect)? IDK. I’m a math guy, I think rules are fun but I also think they’re all made-up so… where was I going with that? Oh, right: I like rules and patterns and planning but I also tend to trust my intuition a lot so I kinda alternate just winging it and then coming back from the other end to see what the patterns are and making it fit a scheme, and trusting that I’m smart enough to make it work out.
We’ll see. It’ll probably be terrible. But that’s fine: the real value of speed-gamedev is what you learn about completing a thing, not about the final object.
My artist brother and his friends did a thing for a few years where they’d get together every day for half an hour, they’d each throw in a prompt and then randomize who got who else’s, and then set a 30-minute timer and draw something. And it grew out of someone saying that commercial artists have a big tendency to get into a rut: people keep hiring you to do the thing that you’ve demonstrated you’re good at. So this was intentionally an exercise in giving yourself room to experiment, to try and probably fail at things, to keep from getting stale.
And then one year when he went on vacation the other guys made a Facebook group that grew to like 120K people at one point (?) and then of course social media makes it a competition about the quality of the object which completely misses the point. Oops.
OK, that was a lot of stupid words, but… I think you don’t have to plan ahead, just:
- Pick one mechanic, or gimmick, or choice type, or something.
- Something that you can create one of in far shorter than the time limit.
- What can you do with that?
- Just keep going, don’t stop or look back; if something doesn’t work, roll with it and keep going.