| I'm not actively developing any more, but I've actually just released my first indie game so I speak from experience. - What is the concept of your game?
It's an asteroids clone with a bit of a twist. The asteroids can be one of a number of colors and the player has to switch bullet colors to match their target asteroid. Hit an asteroid with the wrong color bullet and it spawns more. - How far are you in development?
Complete - you can check out some pics and download (it's free) from the official site...
http://www.mattmccomb.com/Coloroids/index.html As for the trials and tribulations... + Use frameworks -
I handcrafted my engine from scratch. My maths/geometry isn't bad but implementing the physics and rendering took me much longer than any other aspect of the development. And for what gain? I learnt a bit about maths/physics but it's not useful to me. I would have been better off using a library (cocs2d, unity, etc.) and pouring my time into gameplay. + Finishing is the hardest part -
Adding features and tweaking control systems, that's fun! Coding menus, creating icons and writing app descriptions, not so much. I left all the dull stuff to end. I spent my last week of development writing emails to app review sites and creating promo images/videos. I suggest that you plan ahead and do some of the dog work as you go. It'll make completing much easier. + Feedback is Critical -
find a diverse range of testers, old, young, gamers, non-gamers and let them play your game from day 1. They are the most vital source of feedback you will find. NEVER rely on your own judgement - you're your own worst critic. + Enjoy the process -
build a game you enjoy playing and believe in. |
A few questions:
- Were you not aware of Cocos2d / Unity when you started? Or did you think you could do it better?
- What sort of feedback did you get and how did you go about getting it?
- Are you not planning to develop any more games? (Based on your first sentence.)