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How to take 7 years to ship a beta

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Re: How to take 7 years to ship a beta

#31
post #27
post #9

> So how can you take 7 years to make your game? [...] Simply open up your code editor, download a basic windowing layer like SFML (we aren’t savages and this isn’t handmade hero), and then start writing your resource manager, event system, animation system, physics system (which you’ll ultimately throw out and replace with Box2D), scene manager, GUI code, serialisation framework, build tool-chain, entity-component s…

If you enjoy writing those things, it's actually better since you're getting more motivation to work on it. You actually like making it, so it's much less draining and much more satisfying. Also, you only write what you need. Honestly I can never find a library that is good enough for what I want to do. Games have so many possible features that it's impossible to cover them all with good libraries. So it's better to…

It helps for intrinsic motivation, but (in my experience) that normally isn't too lacking. Where it doesn't help is the motivating effects of feedback.

Having made a physics engine is cool, but having a working physics engine that makes the product fun is also rewarding, and a shortcut to that reward can pay greater dividends on the time to get to the finish line -- or the likelihood of getting there.

Often the shortest path is writing something yourself, of course, and not everything has to be done for instrumental reasons -- a hobby project can be its own reward.

I try to take a counterfactual approach -- say I'd done Box2D first. Would I think a custom physics rewrite would make sense? It'd still be really fun to do, but would take time and likely move the product backwards. (Though of course that's unfair -- you don't know the Box2D thing will be successful in the first place.)

Re: How to take 7 years to ship a beta

#32

This game looks cool, though! I have to say I have trouble differentiating these games, though. From what I can see Terraria, Starbound, and Moon Quest seem to be generally the same style of game, but it's not clear to me why play one over the other.

This is exactly how it feels to me as well. I've played Terraria, I've played Starbound. Moon Quest doesn't seem to offer anything unique over those games.

Re: How to take 7 years to ship a beta

#33

This game looks cool, though! I have to say I have trouble differentiating these games, though. From what I can see Terraria, Starbound, and Moon Quest seem to be generally the same style of game, but it's not clear to me why play one over the other.

Doesn't that apply to pretty much everything? Be it JS frameworks, games, fridges, toothpaste etc there always seems far too much choice. It is the nature of our system. For games, frameworks and such like there's so much choice that it's unlikely you'll come across all in a niche - so you're choosing from the few little islands you happened to come across. One or two of those discoveries will have a wrinkle or two t…

> Doesn't that apply to pretty much everything? Be it JS frameworks, games, fridges, toothpaste etc there always seems far too much choice. It is the nature of our system.

Hmm. I can't say I feel the same about all these choices, which is why I made the comment I did: to me this set of games is somewhat of an outlier in how homogeneous the games appear. I'm not saying they are homogeneous, just that they appear to be, which might purely be a marketing problem.

For me, among FPS, among RTS, and among Western style action RPGs there are a lot of differences that make me prefer one over the other. It's pretty clear what is the difference between StarCraft and Age of Empires 2, or between Grim Dawn and Path of Exile.

But when I look at the Terraria-style games, it's hard for me to tell what makes them different besides very subtle details (i.e., I think Starbound has space maps; there's probably a different style of resource gathering between the games). The art styles are similar, the gameplay seems similar, all sets of games seem to involve exploring, collecting items, and building.

> I far prefer the world of Indie games to the tedious repetition of AAA titles.

My post has nothing to do with AAA vs indie whatsoever. There's also plenty of tedious repetition among indie titles (there's a very large number of retro-style platformers and roguelikes for obvious reasons), so I am not really seeing the point.

Re: How to take 7 years to ship a beta

#34

Feels like he forgot the obvious: By having exactly one developer. Although I see he got some freelancer artists and a musician. At least he didn't have to learn to compose music (people have done just that).

One and a bit programmers - I worked on moon quest for a couple of months a couple of years ago, and will probably be helping out a bit more in a couple of months.

Re: How to take 7 years to ship a beta

#36

Feels like he forgot the obvious: By having exactly one developer. Although I see he got some freelancer artists and a musician. At least he didn't have to learn to compose music (people have done just that).

One and a bit programmers - I worked on moon quest for a couple of months a couple of years ago, and will probably be helping out a bit more in a couple of months.

Hi Sam!

Re: How to take 7 years to ship a beta

#39
post #20

Just 7 years? That's surprisingly short in game development terms, especially where certain examples of vapourware/overly ambitious titles/indie games are concerned. I mean, this guy took 13 years to make his dream game: https://www.youtube.com/watch?v=2b0tSu0QDQ0 Duke Nukem Forever infamously took 15 years to make. And well, as Metacritic shows in this list, 5/6/7 year development times are not too uncommon in gener…

Somewhat unrelated, but Adam Butcher's (the guy who took 13 years to release his dream game) Internet Story is a beautifully made, creepy, short film: https://www.youtube.com/watch?v=g-SL4ejpP94

Re: How to take 7 years to ship a beta

#40

It definitely takes passion. Commercially, there isn't a lot of chance that the game will earn more than 7 years worth of earnings...

Well stardew valley took about five years to develop and has probably made bank for the developer. So there is a precedent :P
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