Part I – The Idea
A while ago in my post about edutainment I wondered to myself what kind of video game I would like to play. In thinking about this I realized that the games that I would most enjoy would play upon imagination and games I played as a child, namely playing pioneers with my sisters and best friend. A game that would allow me to feel that I was back in time, with realistic circumstances founded in historical research would play upon those simpler games of imagination of my childhood.
For my Digital History course we were given the task of creating some sort of digital history project where the ideas were more important that the outcome. I eventually returned to this idea of a game that would allow me to relive even a small piece of someone from the past’s life.
I knew from the outset that I would not be doing any animation or 3D world building. I did not have the skills, time, or desire to do this. But, I wasn’t letting go of the idea of creating some sort of game. I hummed and hawed about an app for a while, but ultimately decided on a text based game a la choose your own adventure. And I wanted the subject matter to be about the language of the fan in Victorian times.
While there is debate over how widely accepted a standard series fan motions to communicate words or phrases is, it is an interesting jumping off point to discuss the rigid social structure and rules of engagement that were Victorian life for the rising middle class and beyond.
Part II – The Ambition
How would I go about making this a reality? Of course that would be simple, I would program it. Throwing caution to the wind I decided that it really couldn’t be that difficult to learn a new programming language (or really any programming language given that basic html in grade 9 really hadn’t stuck).
The approach seemed simple enough. The game would be set in the Victorian period and the main character would be the daughter of an aristocrat. The character would employ some language of the fan to attempt to win over the heart of one of three men at a ball. The game might not do anything for feminism, but it seemed like good harmless fun and besides, it was set in the Victorian period and I take huge issues with presentism.
There was a catch, I am not a computer programmer.
Part III – The Realization
Time passed an I got a book on the programming language of my choice …For Dummies. I worked my way through a chunk of it but didn’t see how I could take what I was learning in the book and turn it into the finished project that I was envisioning. Some things I realized during this process
- Computers and only intuitive because people have dedicated their lives, or at least significant parts of their lives to writing codes and programming anticipating what humans will want to do/know and presenting it to the computer in a way that it can understand.
- I probably should have taken a computer science course or two in my undergrad (but English electives were so much more appealing).
- I am very stubborn.
I knew that there were programs that other people had created that would allow me to plug in my information and create a game, but I wasn’t ready to do that just yet.
Part IV – Regrouping
In a class we learned about processing.org. It describes itself as:
“a flexible software sketchbook and a language for learning how to code within the context of the visual arts. Since 2001, Processing has promoted software literacy within the visual arts and visual literacy within technology. There are tens of thousands of students, artists, designers, researchers, and hobbyists who use Processing for learning and prototyping.”
Through Processing I could take existing codes that people had put out into the world as open source and adapt them to my needs. This was a good compromise! I would still be doing some coding, which was my main goal of the project but would actually be able to present a functioning project. Low and behold I found a code that would work, an old Atari code that someone else had altered, and who knows who else had altered it before that.
Some more things I learned:
- There is no spell check and when I type I tend to mix up letters resulting in nonsense in the text of my game.
- I wish I had a bigger computer screen, coding in the program was an incredibly small font.
- Existing codes are somewhat limiting, at least for a novice like me, but I wouldn’t have gotten as far as I did without it.
But I did it and it worked. It may not be super sleek, but it works. I’m still trying to figure out how to get images to properly display but it is a labour of love.
Part V – I Made a Thing
I am proud of my game, but more importantly I am proud of me. I committed to something challenging and tried to lean a new skill when I could have done something that came more naturally to me. I realized that I would not be able to do it all on my own and that that was okay. I re-grouped and found a way to make something that would work while still trying something new.
This project ultimately served as a lesson that public history cannot happen in a bubble. Public Historians need to work with all kinds of people with different skills and talents to bring history to life. There are some things that we can do by ourselves, and it is good to challenge ourselves to try and learn new things, but we are not and should not be experts in everything. Knowing when to ask for help or find a new way to accomplish an idea or goal is part of being successful in anything.