Nitro Blaze
A downloadable game
Concept:
Iāve never made a racing game, so letās make a racing game š
What Went Right:
It was a pretty lax week. Iām realizing that itās better to relax while dealing with stressful situations since it doesnāt change the outcome and it makes life better. Mind over matter.
Nitro Blaze is what I call an API game. Itās so generic, you can throw any asset, API, software library at it just to implement it and see how it runs. Cars go vroom and thereās nothing to invent. Itās a shovelware game.
That being said, thereās still a lot of things I didnāt get a chance to shovel on š Iāll be working on this project in the coming weeks to test out new libraries.
What went wrong:
Looking at the logo of Nitro Blaze pretty much sums up how I feel about it- painfully distasteful and normal. Itās the oatmeal of video games.
Looking behind me, I see a bunch of games that lack any soul. Theyāre all Frankenstein monsters with limbs attached from failed projects, broken dreams of assets creators and the output of an over caffeinated, under rested game developer. Iām looking at these things and theyāre all garbage…
I can write these off saying that theyāre tech demos and Iām building it for a learning experience. Which I am. Iām confronting problems that Iāve been putting off for years and my seemingly chronic anxiety has been getting better week after week.
At the same time… thereās gotta be an end to the apprenticeship. Eventually I will consolidate all of my libraries and assets. Eventually I will illuminate every dark corner of the Unity game engine and know every checkbox ,slider and dropdown like the back of my hand.
But then what? Do I have it in me to create anything truly unique? Or have I just become an expert of regurgitating decades of experience passed down through the various channels of YouTube, GDC and ChatGPT? Are we all just copying copies of a copy? Is this what art is?
Looking in the horizon, I donāt see technical roadblocks being the threat anymore. The thing that Iām worried about is creativity and originality. To truly stand above the rest, I have to look above the endless droves of clones, copies, inspired-bys, and sell outs. Thereās gotta be something more to this than Iām seeing.
The more I wrestle with the computer, the closer I feel towards breaching that barrier.
What I learned:
Thereās more to game development than just solving technical problems or making money. A game without heart is just a 2 bit piece of junk.
Purposely making a game with heart with the expectation to be rewarded for it is an oxymoron. Itās really gotta come from a sense of just being in the moment.
I have to lighten up with my creative process. Itās too rigid and Iām missing out on opportunities to make something truly unique.
Status | Released |
Author | CREATORS WITHOUT BORDERS |
Genre | Racing |
Comments
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For the explorer in me this game was just fun. I went straight to freestyle mode and wanted to just run laps, crash into things and see the tires burn rubber. The aesthetic was nice. The freestyle course made me feel like I was driving around a skate park. Yeah, driving around landing tricks and getting points would be cool. Maybe be able to watch replays. Overall, I really had fun driving around. I played using the keyboard and mouse and found it easy enough to maneuver around. The music also fit well and was a nice touch.