Earlier quoted context omitted.
I was unexpectedly successful in the gaming business (Empire). All I did was make the game I wanted to play, but couldn't find.
... in 1977. You're a legend Walter, but there are millions of games available to play now. The days when a title circulated around university PDP-10s are gone. The dynamics of virality are very different.
How I tried to get into game development and failed
161–170 of 170 posts
Re: How I tried to get into game development and failed
#162Earlier quoted context omitted.
Thanks Walter! It looks like there might be a Empires port in D as well. I'm sure that was much easier than C.
There is a FPGA port presented at this year's DConf. http://dconf.org/2017/talks/marques.html
Re: How I tried to get into game development and failed
#163Earlier quoted context omitted.
There is a FPGA port presented at this year's DConf. http://dconf.org/2017/talks/marques.html
I read that as a D DSL for FPGA's, not D used for a game right? Did I miss something?
That is on the 2nd part of the presentation, because he had some issues initially.
EDIT: Here is the Empire demo, https://www.youtube.com/watch?v=vjaKFTHQSxQ&index=4
Re: How I tried to get into game development and failed
#164Earlier quoted context omitted.
... in 1977. You're a legend Walter, but there are millions of games available to play now. The days when a title circulated around university PDP-10s are gone. The dynamics of virality are very different.
Look at the vast majority of successful indie games on Steam produced by, say, no more than five people. They're basically all labors of love, the missing niche game that they wanted to make and play. I can't think of a single independent success story that involved someone doing careful market research and engineering a product. There's a reason only big companies take that approach.
It is a common problem to look at what successes do, and ignore what failures don't. See the Watson selection task[0]
Re: How I tried to get into game development and failed
#165Earlier quoted context omitted.
On the one hand that's sort of mindblowing, on the other not that surprising, and reading the original article just underscores my (thankfully brief) experience of working in a large enterprise: the one thing you can absolutely trust is that when it comes to product development a senior enterprise developer or architect will always focus on the wrong problem. I find their approach to software development in general,…
@bartread That's an awfully high and mighty opinion, don't you think? Sounds like annoyance over the fact that things that work reliably aren't "cool" enough.
Re: How I tried to get into game development and failed
#166Earlier quoted context omitted.
@bartread That's an awfully high and mighty opinion, don't you think? Sounds like annoyance over the fact that things that work reliably aren't "cool" enough.
It's certainly annoyance - and a good amount of it - but cool doesn't come into it. What I'm really railing against is people who talk a good game but seem to be incapable of delivering anything but bad software (regardless of whether what it does is supposed to be "cool", whatever that might mean when taken in context), and includes unreliable. I have to admit that it may not be entirely they're fault: organisationa…
Re: How I tried to get into game development and failed
#167Earlier quoted context omitted.
@bartread That's an awfully high and mighty opinion, don't you think? Sounds like annoyance over the fact that things that work reliably aren't "cool" enough.
It's certainly annoyance - and a good amount of it - but cool doesn't come into it. What I'm really railing against is people who talk a good game but seem to be incapable of delivering anything but bad software (regardless of whether what it does is supposed to be "cool", whatever that might mean when taken in context), and includes unreliable. I have to admit that it may not be entirely they're fault: organisationa…
Re: How I tried to get into game development and failed
#168Earlier quoted context omitted.
... in 1977. You're a legend Walter, but there are millions of games available to play now. The days when a title circulated around university PDP-10s are gone. The dynamics of virality are very different.
Look at the vast majority of successful indie games on Steam produced by, say, no more than five people. They're basically all labors of love, the missing niche game that they wanted to make and play. I can't think of a single independent success story that involved someone doing careful market research and engineering a product. There's a reason only big companies take that approach.
Re: How I tried to get into game development and failed
#169This is a great example of the fallacy that if you like games and can program a game, you can be a game developer and get any traction. Programming isn't really the hard part, and it gets easier every day. It is true if you can do something technically bleeding edge you will be sought after by game companies and other companies as well. Imagine: I have liked movies my whole life. I read that Paranormal Activity was m…
Re: How I tried to get into game development and failed
#170Well, congrats on creating and publishing your game! That alone is far further than most people get, and you should be proud of your work. Good job on the coding side of things too. I'm not exactly an expert programmer myself, but it seems like you found some good solutions to the problems you were having with lag and what not there too. As you say yourself, they're all things you can learn from and reuse in future p…
Actually, we figured the Youtubers thing pretty quickly, I just didn't emphasize this stage in the blog. We did try to reach out to them for about a month. With no luck. Only one more or less famous Youtuber posted a video about the game. Another one agreed to take our money and posted a video. Others just didn't respond. I don't know how others manage to market to Youtubers.
You can tackle this issue with a re-skin. The other issue is your control scheme. You need to make it configurable and you need to iterate on it until it is fluid.
Here is a quick example of how a re-skin might work. You contract an artist to make Halloween-based art. Pumpkins and witches etc.. You re-skin the game and market it as a Halloween shoot-em-up. You get seasonal income.
Same engine, different graphics for Christmas.
You've created a digital asset, albeit a flawed one. Kudos for that milestone but you've essentially stopped at the 90% done and written a postmortem.
Finish the job or at least recognize that you ran out of steam short of the goal line.