I'll tell you what gang, I *did* a better time as an exercise helping to get Punny Factory made and refined than with the over-ambition the other Andrew had. After two micromanaged projects made way more complicated than they needed to be (as well as several backburners at the same time that didn't go so far but I can always revisit and repackage a lot of the work, since it's mine), it was nice to be able to dial back a bit with the small Cardiff team in a cosier environment, plus I got to design some of the physical models like the press this time. Plus it was a project where everyone was able and willing to listen to the others' input and advice on what was going to work on the game what wouldn't, and taking on board suggestions and possible alternatives to get ideas to work. Nobody has been so set in their thinking that the whole project ever logjammed to a halt. Yes, Punny Factory is a branding exercise. I've said it before here, that was always the point. This game is Pinball Adventures learning to walk before they can run, just as Mafia was Team Pinball learning to walk before they could run. And I'd already gone through that the hardest and worst way, expected to hit the ground running from day one and keep the same pace going under someone else's full control. You can't learn properly under those conditions, and nobody involved is about to do that again.
So, the next game. I won't deny it's been slow for a bit; without being able to meet up, Covid killed the pace a lot. Plus at short notice earlier in 2020 the comfort zone got interrupted to settle family affairs and other matters back in Northern Ireland, where as far as close family goes it's just myself and one brother left. Lockdowns and playing the waiting game with solicitor matter turned a stint of a few weeks into four months; I didn't have much choice but to wait it out when if I left, there was no guarantee of being able to return in a hurry if I was suddenly needed again. I had the design work to do, but it's a lot LESS fun if you're separated from the team at a point where the project is mainly on your shoulders, you have all the figuring out to do and there's nothing much the others can help with if they aren't physically present. That was beginning to feel way too much like 'old times' and I already had enough stresses on my plate that my mental health was taking a serious pummelling. If anything the design should be an escape from that, but if conditions aren't helpful and not anybody's fault, there's not a lot you can do about it.
So now that I'm back in Wales the group has to get things really moving again, get up to speed on the same page with a plan of action. In both design and mechanics, this will be a significant step up from Punny Factory. Sure the concept is weird, but that's going to be one of the creative challenges, taking the disparate elements and bringing them together as a springboard into one overarching style where the whole context makes sense in a funny way. Funhouse is a weird game. Roadshow is a weird game. Junk Yard is a weird game. Cirqus Voltaire is a weird game. Taken at face value none of those should realistically work, but they do once you get that 'oh, right' clicking point. I'm not about to brag that we're automatically in the same technical league, but I think I know how to approach this to achieve a similar effect, with a lot of it being down to how the concept will be presented to the player. The first person you have to convince that your game has legs is yourself.
Keeping my fingers crossed that the 'fun' part organically comes back into the project again. We still have a whitewood to make, and other part types to design and source that we weren't using last time.