Now you don't need a publisher, you get to fail in public. It's just that the 'fail point' used to be the publisher pitch. This has absolutely always been the case. I've been in the industry for more than 20 years. Don't spend your time trying to find alternative explanations. If your game isn't successful, it is probably _not_ because you were unlucky. But beware! The converse is very rarely true. So many features of this game shout '2014' to me.Ĩ. And they don't tie together into a whole.Ħ. (10 seconds into the trailer you cut to a mostly empty UI.) Find the wow. There is almost nothing original about this game. If it isn't fun to move around a single screen, it's not fun.Ĥ. There is little sense of gravity, inertia or impact. The trailer looks like programmer art: no coherent style, no direction, no class. are almost never distinguished by programming (the days of Doom are gone and you are not John Carmack). That's where the real money is in indie game dev.Īnd it is very little to do with luck or numbers or the state of the industry.ġ. Being good at programming is probably the least important skill in game development unless your idea is so innovative that you will need complex systems without precedence.Īlso make sure your game appeals to furries. And all of this doesn't guarantee success, merely gets you to the baseline where you can be successful. If your gameplay is merely a rehash of something old, you better have some twist to the other elements that makes it stand out. If you have an aesthetic, but can't implement it correctly, you're going to need to pay for assets one way or another. If you have a great story, but no gameplay, you shouldn't be making a game. You also need to be able to balance all of these qualities with the resources you have at your disposal. To be a successful indie dev, you need to take an auteur approach: have a singular vision, create a unique aesthetic, and possess a fundamental understanding of the medium (gameplay). I read through all the comments and learn a lot. So if we consider game developer as an artist, you will understand why he struggles about his artwork.Īnyway, I hope that everybody can earn something from this post. I just wanna say: Game is the modern art form of the 21st century. However, from a more personal perspective, it is very difficult for a game developer to avoid the temptation of spending years to develop a hardcore game. In my personal opinion, from a business perspective, I think to develop a hyper-casual game will have a higher probability of getting commercial success. I hope that everybody can learn a lesson from this article. The discussion about this blog is really overwhelming. #DUNGREED HACKS SOFTWARE#As a software developer in Hong Kong, I am researching articles about game dev and find this interesting case. Also, I am NOT advertising for the original author. I am the guy who shares this post on Hacker News.įirst and foremost, I wanna said that I am NOT the original author of the blog.
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