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Show HN: I'm 48 and finally learning how to be a game developer

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Re: Show HN: I'm 48 and finally learning how to be a game developer

#251

Earlier quoted context omitted.

Thanks for the kind words! >> How far along are you guys in development? Movement and gunplay are basically done and feel great. Graphics is looking pretty decent (the video is a bit outdated). Story / progression is being written and integrated at the moment; it will be text-only so no voice acting is required, which should speed things up. Some items and their stats (armor, guns, sets, etc.) are already in place, b…

If you ever call for beta testers, ~~ raises hand ~~

Thank you :) I'll ping you when we have something showable :)

Re: Show HN: I'm 48 and finally learning how to be a game developer

#253

I bought it just because I was excited to see an app with an actual price and no in app purchases XD Now now onto the 3GB IOS 15 download…

We’ll be more mindful of version compatibility going forward. Thank you for getting our game despite the iOS 15 surprise.

Re: Show HN: I'm 48 and finally learning how to be a game developer

#256

Earlier quoted context omitted.

Same here, I'm 46 and now also working full time on my first real game. Going a bit slow so far, but I'm keeping at it!

Happy for you. Would love to see your work when you're ready!

Thanks, when I get closer to release I'll make a post.

Re: Show HN: I'm 48 and finally learning how to be a game developer

#257

That's so wonderful to hear and I wish you all best. I make little games (inspired mostly by burnout): How to Run an All-hands meeting: https://rafsters.itch.io/all-hands Tommy the Toe and the Chamber of Hostile Carpentry: https://apps.apple.com/gb/app/tommy-the-toe/id1498417487 > And since then, I've been a copywriter, graphic designer, business owner, immigrant, Sounds like your skill-set is very well rounded. From…

I just downloaded your game and started giggling. This is why I love indie games: the stuff you experience can be fucking sublime, no matter how long or how little it lasts. The artwork is ~ chef’s kiss ~ . Found myself truly watching out for that knife. I guess humans have a deep-seated fear of stabby things. If you ever feel that this game could be expanded, that would be awesome. This is so much more fun than some…

Thanks, I started making it when my partner broke her toe. It was supposed to be a 1-day spike, took 3 months of work.

> This is why I love indie games: the stuff you experience can be fucking sublime, no matter how long or how little it lasts.

oh my god, yes, I can only dream of making as simple and powerful as this, for instance: https://laurahunt.itch.io/in-the-pines

(tip: if you have a chance to play it, put some Nick Cave/Warren Ellis on Spotify, the whole game takes 5-10m)

Re: Show HN: I'm 48 and finally learning how to be a game developer

#258

Nice. I'm 42 and in an undergrad program (my first) for a BFA in interaction design after being a web developer for 10 years. Feels great to make moves.

What does interaction design encompass, domain-wise? This is very interesting.

Interaction Design, or IxD, is a design discipline that deals heavily in visual communication like graphic design, but focuses on back-and-forth communication, typically in a software GUI. Much like Graphic Design, adding beauty and fun are merely tools in a much more important skillset: interaction designers should also have a good sense for users' goals, workflows and communication dispositions; using layout, form, and animation to communicate meaning instead of verbose language-dependent labels that add to cognitive load and disrupt focus; how to form interfaces to match users workflows rather than the developer's mental model of the process; etc.

Many of the UI practices developers have absorbed through osmosis– such as grouping buttons with like actions and having them change color when you click on them— have their roots in pre-computer design disciplines. While they often work ok, they often aren't optimal, and an interaction designer can make your users lives' much better. For example, I might look at buttons grouped because they perform a technically similar function and think "what are the user's goals here? What likenesses should gestalt communicate for them? Do the other elements nearby alter the meaning of their grouping?"

Or I might see a standard modal where an alert pops up if the form fails validation because it uses an API which can't yield real-time feedback. Error popups are a big emotional disruption— like getting pulled over and given a warning rather than being redirected with a well-placed road sign. They also add cognitive load because they have to read it AND find the problem fields, the extra click can take time, and dealing with all of that can totally kill a user's flow and concentration. If it's common user stumbling block, I might make the button border and problem field switch to the same color and rapidly shake horizontally like a head shaking 'no.' The emotional rebuff and interruption to the user's flow are significantly reduced. It will drastically improve that user's experience.

While many technical folks consider these trivial issues, good interaction design is consistently one of the reasons folks will shell out serious skrilla for proprietary, less technically sound, less secure, and less flexible commercial software and why open-source alternatives will remain alternatives for everything but developer and technician focused software. One of my primary goals is to ply these skills in the FOSS scene.

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