How NOT to make an indie game

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The Patch Quest Summer Beta can still be played for free via Discord. Just visit the #public-beta channel of the PQ server:


You can also wishlist Patch Quest on Steam:


And you can follow development on Twitter, too:


Music used in this video:
▶ Overworld - Super Mario Bros 2 (Qumu Remix)
▶ Jungle Theme - Patch Quest
▶ Overworld - Super Mario World
▶ Desert Theme - Patch Quest
▶ Bowser's Road - Super Mario 64
▶ Moth Mounting - Patch Quest
▶ Forest of Hope - Pikmin
▶ Ghetto Libretto - Streets of Rogue
▶ Green Hill Zone - Sonic the Hedgehod (Qumu Remix)
▶ Coastal Theme - Patch Quest
▶ Fish Mounting - Patch Quest


5 years ago, I started work on my first unity project with very little experience. I’d made some smaller hobbyist games in Game Maker Studio, but this was the first time working on something professional. And progress… was really slow. Beyond art and programming, I had to worry about a whole range of skills I hadn’t really considered - like music, sound design, user experience, marketing, and game design itself.

It’s no secret that game development takes a long time. But fast forward 5 years, and I now have a relatively complete game that I’m really happy with! It’s simple, juicy and fun. However, the path from there to here was very shaky, with a lot of setbacks and tough lessons. And halfway through, I even had to scrap development and start over from scratch!

But you know, these kinds of problems seem to happen to a lot of new developers - to varying degrees. And that’s why I’ve made this video, so that you can learn something from my mistakes.
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