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by mmccomb
5442 days ago
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- Were you not aware of Cocos2d / Unity when you started? Or did you think you could do it better? I was aware of it, although not to the extent that I am now. Awareness wasn't the reason for the decision however. The decision was a mix of naivety and a desire to learn as much as possible about game design/development. Writing my own engine was therefore a bit of a self-learning process. It certainly was beneficial but not a process I would repeat or recommend for a commercial/releasable game - especially for indie devs. - What sort of feedback did you get and how did you go about getting it?
Prior to release I pestered friends, family and strangers. I would make a concerted effort to mention what the game in conversations (if the other person reciprocated with interest). This often led to a description of the concept, mechanics and a short demo/play test. I did this from day one - when there was literally a ship on screen with a control pad. Immediately I was told that the controls were too sensitive - but as I alluded to you become blind to these things when you spend your days play testing your own game. - Are you not planning to develop any more games? (Based on your first sentence.)
For me the process was about two things - 1. the challenge and 2. the experience. Games are difficult and they involve some fairly complex design/coding problems, that was the attraction for me. I don't have a particular affinity/interest in games development - so I'm not sure I would jump into another game immediately. I would however love to remake the game using a framework and with some more polished graphics. I actually really enjoy playing it and think the concept works well. Unfortunately my own decision to custom design the engine has potentially hindered the enjoyability and limited the functionality. |
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