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How to write a 48-hour game in just 2 years

pixelated.postagon.com

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Re: How to write a 48-hour game in just 2 years

#21
Start small, decide what it is you really want to accomplish, and use a realistic timeline. Things I always forget when starting any (side) project.

I only allow myself an hour or so per day to write code on the side, or to play with a new technology or library. If I don't put boundaries around whatever I'm doing (and have an end-game in mind), I end up wasting a lot of time and don't get anything out of it.

Re: How to write a 48-hour game in just 2 years

#22
post #14
post #12

So, for those who are into this - for somebody with a little experience in C++ and mostly experience in C# and various dynamic languages, what's the shortest distance between "idea" and "game" in terms of tools? Unity?

Definitely Unity. The forthcoming Unity 4.3 release will feature a new 2d game workflow that should make it easier to create simple games for people new to game development.

Ah. Now all I do is need to reign in my raging ambition enough to admit that an RTS is not appropriate for a first game.

Re: How to write a 48-hour game in just 2 years

#23
post #16

I'm guilty of nearly everything you listed at the end - on a single project. I've been working on a WWF/Scrabble type game (with some unique gameplay elements) since early 2012 and it continually gets picked up and put down again. I've ended up building a component-based ui engine behind it, keep adding features, try to pick it up without clear goals or tasks in mind and am probably trying to tackle far more than I s…

I've been up to something similar for the last year or so. Man is there a lot of complexity in a simple turn-based word game than I ever imagined. I threw together a prototype of the basic gameplay in a weekend but to actually ship something you need user accounts, game history, push notifications, error handling, multiple games per user, game creation, a way to get friends into the app to play with you, screenshots,…

There must be a framework for all that stuff? I have the same issue. I'm converting a single-player game I have to a multi-player turn-based game -- and man, there is a lot of stuff to do. And don't forget player ratings and other statistics.

A really good framework for building turn-based games I bet would have a decent market.

Re: How to write a 48-hour game in just 2 years

#25
post #4

Do you have any stats on the downloads or user engagement? I just released my game two days ago, and here are the live stats: http://slagalica.tv/drones.php Can you compare yours to this? Am I doing any good? Thanks.

Oh well. Thanks for down-voting someone who was brave enough to make their stats public. :( I guess no one is interested in real user engagement figures and I should remove the access.

Downvoted? It shouldn't matter if you got a few more people to download your game.

Disregard internet points, acquire users :-) .

Re: How to write a 48-hour game in just 2 years

#26
post #22
post #14

Earlier quoted context omitted.

Definitely Unity. The forthcoming Unity 4.3 release will feature a new 2d game workflow that should make it easier to create simple games for people new to game development.

Ah. Now all I do is need to reign in my raging ambition enough to admit that an RTS is not appropriate for a first game.

Maybe you could still do an RTS, but cut it down to the bare bones of what it needs to have.

Look at a game like Rymdkapsel. It's an RTS, but it cuts a ton of complexity out of the gameplay. By doing that, and focusing on some simple but fun mechanics, and a very simple art style, you've got an RTS that a small team or a lone programmer could implement.

Rymdkapsel cost $4 and they've got at least 10,000 downloads on Android and who knows on iOS so that means they've probably cleared north of $50k to maybe over $100k.

Re: How to write a 48-hour game in just 2 years

#27
post #26
post #22

Earlier quoted context omitted.

Ah. Now all I do is need to reign in my raging ambition enough to admit that an RTS is not appropriate for a first game.

Maybe you could still do an RTS, but cut it down to the bare bones of what it needs to have. Look at a game like Rymdkapsel. It's an RTS, but it cuts a ton of complexity out of the gameplay. By doing that, and focusing on some simple but fun mechanics, and a very simple art style, you've got an RTS that a small team or a lone programmer could implement. Rymdkapsel cost $4 and they've got at least 10,000 downloads on…

Absolutely, that's the exact genre I'd want to target. The RTS world is way too baroque, I love the minimalists.

The problem is that even a simple RTS has some brutal challenges - pathfinding is hard, and if you want to go multiplayer you have to find a way to get lockstep logic (in C#/Unity this means doing all your simulation math using custom fixed-point numbers and using lookup arrays for all your trigonometry) - that and you need unit-AI.

RTS is hard.

Re: How to write a 48-hour game in just 2 years

#28
post #4

Do you have any stats on the downloads or user engagement? I just released my game two days ago, and here are the live stats: http://slagalica.tv/drones.php Can you compare yours to this? Am I doing any good? Thanks.

I've been playing it several times a day since you hit the front page of HN. That's very unusual for me with anything other than puzzle type games. I read your entire blog and that, in part, fuels my interest in the game... but aside from that, it's just a darn fun game. There are a few things I'd do differently, but overall, I'm extremely impressed with it.

Re: How to write a 48-hour game in just 2 years

#29
Congratulations!

I just released my first app on the Windows 8 App Store the other day, but went about it a little differently. I decided to build the absolute simplest app I could think of – the kind of app that really could be completed in 48 hours.

The goal of this app was to get something into the store. Even if I don’t get any downloads, this app served its purpose for me. Now, I have the whole infrastructure in place for my future apps. I have a checklist of what I need to do. My accounts are all set up. I’ve seen some of the potential bumps in the submission process. Having successfully been through the process once, I don’t have that in my mind as some huge hurdle, which could demotivate me from even starting another app.

Now it’s time to focus on building something that solves a problem that people are willing to pay for.

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