I came from a development background (non-game) so I have a core competency at some level of how to structure code, loops, variables, functions, etc. I decided on C2 because I had played around with it before and wanted to limit myself to building a prototype in a weekend.
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And then launch within a few weeks to take advantage of the attention American style football (NFL) had during the playoffs and Super Bowl. Resulted in a quick launch, trended #3 in the US behind Madden, and around 2k downloads initially.
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Tried to port the game to Construct 3 for better support, up to date plugins, etc. Couldn't do it because some of the plugins / behaviors I used weren't ported over. Switched over to
#GameMaker which gave me the full freedom I'm used to with code. Really happy with it.Diesen Thread anzeigen -
But rebuilding a game in another engine takes time. At some point you are maintaining two builds of the game so you can release new features to current supporters, but then re-implementing that into the new engine in a different way.
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The side of
#indiegamedev that many don't talk about is the support and business side which is a real shame. The work ethic involved in making the right decisions is paramount. It can prevent burnout, missed opportunities, and even prevent you from launching your game at all.Diesen Thread anzeigen -
Always remember to take a moment to sit back and reflect on your progress / goals at key milestones. It will help you figure out if you're building something you enjoy, if you're doing it the right way / with the right engine, etc.
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Shortcuts lead to detours at some point. Try to slow down and learn the ropes a bit. Learn the value of different engines to build in. Watch and read tutorials. Build simple prototypes by re-making games like 8-bit Mario (AAA devs do this too). Slow down and take your time.
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