Wrong Dev Blog - Second Week
What happened?
This week was about cleaning up the code for the guards inside the game. I basically cleaned up the “instantiation” system so the correct Item data is passed on to them and made a simple state machine that walks around the store. I still need to design and implement the n actions these guards will do. I have also been playing around with the balance of the game system, using simple variables for the guards and clients. This will become an interesting progression process in the future.
I’ve also been recruiting people for the project. A friend has already been discussing the game with me. If the game continues to develop, she will become the lead game designer for the later stages of the team. A level designer will also contribute to the development of the MVP. He will be instrumental in ensuring that the game has a great environment and that the layout is well-balanced for gameplay.
On the product side of things, I’ve been working on a pitch for the game. I’m starting to investigate different business models, projecting the development costs and possible profits. For now, everything still looks like a bet. But I’m confident I can follow the steps rigorously to achieve a nice launch and product.
What’s wrong?
The central wrong side of the week right now has to do with the game narrative.

The mechanics and features planned are basically defined. On that side, the game has reached its limit. From here on, it can only be simplified. However, I still think there is a problem with the main idea around theft. I want to make sure the game is not about catching thieves but about making moral choices and taking a side when it comes to security issues. I’d like this game to be a small world where you can put that into play and see yourself develop inside that world.
There is a certain banality, both of good and evil, at the ethical core of this game. I need to embrace and squeeze that banality.