Timeline for What things should an indie game developer never do?
Current License: CC BY-SA 3.0
17 events
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Apr 5, 2018 at 15:27 | history | edited | Penguin9 | CC BY-SA 3.0 |
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Oct 17, 2012 at 19:16 | comment | added | M. Utku ALTINKAYA | going for the game instead of tools was the big mistake I did once, never again, that smart scripts once seem to be cool, soon turns into nightmare, that plugin you wrote for that 3d app, becomes more and more stupid because of the ancient architecture they used, games are complicated pieces of software, if you can avoid depending on something, you should | |
Feb 7, 2011 at 13:43 | comment | added | Andreas | Remove the "tools". Investing time in tools is actually storing time for later. It brings you no "gain" today, but will save your ass soon. | |
Nov 1, 2010 at 20:50 | comment | added | Jon Purdy | Then again, I made the "mistake" of making an engine first, but now I have a nice, well-designed engine and am working on actual games. Your mileage may vary. | |
Nov 1, 2010 at 15:44 | comment | added | CodexArcanum | There was a question on here about "What should my game engine library have" and I thought the very best answer was "It should have all the parts you needed in both your first and second games." | |
Nov 1, 2010 at 15:08 | history | made wiki | Post Made Community Wiki by Tetrad | ||
Jul 26, 2010 at 23:57 | comment | added | RCIX | @Andrew: more very good points. As far as architecture, in my latest game endeavor, i had to write a good structure for my code, otherwise it would have probably been less performant, as well as harder to expand when i need to. | |
Jul 26, 2010 at 11:10 | comment | added | Andrew Russell | As for architecture: as little as possible, please. Let your platform (framework and your language) be the bulk of your architecture. If you find yourself making a lot of "architecture stuff" - then perhaps you need to reconsider your choice of platform. | |
Jul 26, 2010 at 11:06 | comment | added | Andrew Russell | @RCIX - A library of common components is a good thing to build up. The problem comes when you're working on those components just for their own sake (and if you want to turn them into middleware, you've got a huge problem). | |
Jul 26, 2010 at 9:02 | comment | added | RCIX | @Andrew: That's a very good point, but i would like to point out that you really need a good architecture for games you want to make, or it will fall flat on it's face. There's also common components to many games, which can be pulled out into a library. So i'd say that having a game engine is good, even if you build it totally from scratch each time for each game you make. | |
Jul 24, 2010 at 15:34 | vote | accept | Andrew Russell | ||
Jul 22, 2010 at 14:45 | comment | added | Andrew Russell | bluescrn posted a response to this answer that I rather like: gamedev.stackexchange.com/questions/765/… | |
Jul 20, 2010 at 5:23 | comment | added | Andrew Russell | And I think this could be generalised to: avoid any work that doesn't directly contribute to (a) making a great game, and (b) getting it into the hands of as many people as possible. (This covers a lot of business stuff, fancy-website stuff, etc.) | |
Jul 20, 2010 at 5:14 | comment | added | Andrew Russell | I realised, after I posted it and went to bed, that I did have an answer to my own question. And this is it (you beat me to it). Don't try to develop an engine! Been there, done that - what a trap! I think that one needs to focus on being either a middleware developer or an indie game developer - never both. | |
Jul 19, 2010 at 19:57 | comment | added | Dave O. | +1 But it's really hard to find a balance. Most people won't go for a game that only has to offer nice graphics, but even the best and most innovative game idea needs an appropriate representation or it will fail. | |
Jul 19, 2010 at 19:49 | comment | added | David McGraw | Man, if I could vote this up 100 times... Case in point -> Stay away from re-inventing the wheel. | |
Jul 19, 2010 at 15:34 | history | answered | user274 | CC BY-SA 2.5 |