Show HN: Four months of indie game dev
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Show HN: Four months of indie game dev
1–10 of 27 posts
Re: Show HN: Four months of indie game dev
#2Re: Show HN: Four months of indie game dev
#3It's interesting to me that the thing you started with was the flipping disk. Reminds me of some blogposts from a year or two ago about 'juicy' interaction, and why it's important.
Re: Show HN: Four months of indie game dev
#4Is that the case with most indie games? ~50% core gameplay and ~50% polish.
Re: Show HN: Four months of indie game dev
#5Re: Show HN: Four months of indie game dev
#6Based on the timestamps on the video it seems like 2 months were spent building the core game functionality. The remaining 2 months were pretty much used to polish the game. Is that the case with most indie games? ~50% core gameplay and ~50% polish.
Re: Show HN: Four months of indie game dev
#7It's interesting to me that the thing you started with was the flipping disk. Reminds me of some blogposts from a year or two ago about 'juicy' interaction, and why it's important.
Re: Show HN: Four months of indie game dev
#8I like the idea of showing the progress of an application over time. You could use your CI system to take a snapshot on every commit. In the simplest form you could just take a screenshot, or to capture interaction you could record selenium tests (or any equivalent suite).
Just went back through the Git history, found milestones and checked out those commits. Ran each commit in the sim and took a video. First time I have done that and pretty happy with how it turned out :).