Dear all, I am the guy who shares this post on Hacker News. First and foremost, I wanna said that I am NOT the original author of the blog. Also, I am NOT advertising for the original author. As a software developer in Hong Kong, I am researching articles about game dev and find this interesting case. Therefore, I just wanna share on HN. The discussion about this blog is really overwhelming. I hope that everybody can…
Also there are about a jillion indie sidescrollers on steam. Standing out is important.
Did I just waste 3 years?
341–350 of 582 posts
Re: Did I just waste 3 years?
#342Earlier quoted context omitted.
I think this is why minigame-style games (battle royale, fighting games, first person shooter competitive, etc) are so common. You can implement a simple version of your game idea in a weekend and, if your idea was good, people would likely already have fun playing it.
Never really did modern game development, but can you really implement a first person shooter with a twist over a weekend? How would you go about it, create a mod for an existing game?
Re: Did I just waste 3 years?
#343Earlier quoted context omitted.
If a lone programmer wants to write tight code for games, they should build game engines or libraries that games can use and then sell those to game developers. There exists large value added chain for specialized tools, arts and libraries.
... or call it a hobby. Just because someone does the same thing they make a living from for fun, doesn't mean it isn't also a hobby. It's weird, that because people pay coders for some of the work they do, expecting money gets wrapped up in what is a hobby for so many. Programming is fun for a lot of people. They love the process, enjoy the reading and learning, get a kick out of things like optimising code for a sp…
This is the ongoing march towards post-scarcity. We now have enough people with skills, experience and tools necessary to produce a quality indie game and a desire to make one, that the market price is far below the cost of production, and rapidly approaching zero. Essentially, these developers are spending (resources: time etc; although sometimes money as well) to scratch an itch.
And trying to recoup at least a part of those losses by selling the result is not unreasonable, but it should be considered a best-effort optimization. In the end, you still end up paying for the privilege of, essentially, having other people admire your work. It reminds me of some sci-fi story I vaguely remember from a long time ago, about a true post-scarcity society where everything is free, except for other people's attention, which therefore becomes currency. There's nothing else to do for humans other than arts, so everyone is doing that - and now you're paying someone to e.g. read your book, and then they can use that money to pay someone else to look at their painting etc.
Re: Did I just waste 3 years?
#344Dear all, I am the guy who shares this post on Hacker News. First and foremost, I wanna said that I am NOT the original author of the blog. Also, I am NOT advertising for the original author. As a software developer in Hong Kong, I am researching articles about game dev and find this interesting case. Therefore, I just wanna share on HN. The discussion about this blog is really overwhelming. I hope that everybody can…
Re: Did I just waste 3 years?
#345Earlier quoted context omitted.
It is a valid comparison, because what he made is essentially the same game. And I said that in response to the guess that maybe the 62,000 lines of code was all game logic, which is absurd . Game logic, like, "when the player presses the fire button, spawn a missile" and "this enemy goes up 5 units, then goes down 5 units, then repeats". That's not the kind of thing that will change much from one metroid clone to an…
> It is practically always the smallest part of the final product. What do you base this statement on? There are several classes of games where this is definitely not true.
Re: Did I just waste 3 years?
#346Dear all, I am the guy who shares this post on Hacker News. First and foremost, I wanna said that I am NOT the original author of the blog. Also, I am NOT advertising for the original author. As a software developer in Hong Kong, I am researching articles about game dev and find this interesting case. Therefore, I just wanna share on HN. The discussion about this blog is really overwhelming. I hope that everybody can…
Please don't take offense: Just FYI, 'wanna' is a contraction of 'want to,' so writing 'wanna to' is redundant.
Re: Did I just waste 3 years?
#347Earlier quoted context omitted.
It works like gambling. You play the game 100 times and you just lose most of them, but on the rare occasion you get very lucky... and you walk away with an unforgettable story about how you defied all the odds and did something wonderful and amazing. That's where procedural generation shines the brightest.
I suppose that's true. But one can imagine a game just like nethack except it's not as easy to die so after, say 20 run, you learn the ropes and can enjoy the game every time you play it. Obviously, eventually you'll get bored (unlike playing 100 times and losing every time) but that few times you beat the game would be enjoyable.
Re: Did I just waste 3 years?
#348Earlier quoted context omitted.
Please don't take offense: Just FYI, 'wanna' is a contraction of 'want to,' so writing 'wanna to' is redundant.
Please do don't take offense: Just FYI, calling out random strangers on the internet for improper or redundant grammar is a waste of your time and theirs.
Re: Did I just waste 3 years?
#349Earlier quoted context omitted.
Please don't take offense: Just FYI, 'wanna' is a contraction of 'want to,' so writing 'wanna to' is redundant.
Please do don't take offense: Just FYI, calling out random strangers on the internet for improper or redundant grammar is a waste of your time and theirs.
Re: Did I just waste 3 years?
#350Earlier quoted context omitted.
this is why i feel compelled to think about things that are necessarily localized. how the hell can you compete with the whole world?
You're not actually competing with the whole world, though, just whatever else is similar to someone's interests. In this case... "metroidvania" is a very oversaturated market, and a lot of games do it better.
1) high demand (not just high demand in general -- high demand for new/better content by a new entrant);
2) low supply;
3) well paying customers.
I'm sure despite the flood those will still exist, as long as there's still a good amount of differentiation between people's preferences. A niche is a small subset of in the space of products that a small subset of customers have strong preference to. This needs preference differentiation.
This preference difference could be toward many features: cultural setting, story style, gameplay style, aesthetic style, etc.
There's perhaps a combinatorial advantage here: if sensitivity varies significantly across many of those parameters, just choose any unexplored subset, optimizing for 1/2/3 -- there are exponentially many in the number of distinguishing features (if you browse Steam tags you see this is potentially a very large number!).