@thomas6 would love to test your beta mate
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I don't know exactly what you mean by "arcade game" type, but I'm constantly doing platform games, and of course there are already thousands of those out there, so there's stiff competition.
Still, I always found that it's really hard to find a platform game with nice and "different" esthetics, so that was my goal for my current project: a game that in a sense, designers or people looking for a nice graphic style want to play. Unfortunately that means that you need to spend an insane amount of time creating graphics...
Another thing that I would love to do is create a story-based platform game, with some humour. I've found that this type of game really stimulates me, and I think there's always a market for good story-based games.
Thanks Greg. The problem is that I have very little time, it takes about a day to model, render and edit a single finished game design object, and I need about 50 more!
And the current rate, I'm working on the game 20 days a year - and I also need to do sound, lots of coding and level design. Aaaaaaaaah!
Tell me about it! I decided to go full time Indy a few years ago after my first game did quite well. I have just finished a 16 month dev cycle for my second game and now have to put my marketing hat on and figure out how to get some publicity going. I am more of a programmer than an artist, I know my way around a few 3D programs, and photoshop of course - enough to generate decent graphic assets. I agree with SGS, its a tough way to make it these days, but when you follow your dreams, anything is possible.
My first game was a classic top down sci-fi/arcade game called Stellar Trek... its an alternate star trek universe game where you are the captain of a starship.
My second game Stellar Patrol, follows a similar theme but you fly a space fighter in a persistent universe liberating planets and sectors, trading and mining and completing missions to free the galaxy.
In order to make a joined video we need
- Introduction of developer
- his dreams and aspirations
- development process and technique and team
- A small demo of his game
- 2-3 min per indie developer
It would have a personal touch to the struggles, and also mainly highlight people who are trying to build something fresh and new.
If we have 5 developers then it will be maybe a 10-15 minute short documentary, I can do the editing, depends on the response now.
@TanvirIndie That would be a good idea if the world was a perfect place, but alas it is not.
As it takes a lot of time for indie developers to transform a good idea into a full fledged product, the last thing one wants is to broadcast/showcase specs of apps in development, only to have copycats with better resources steal the idea before you can say "Hey! That looks very familiar!"
It is a good thing to keep our projects hidden from the public and only share with a chosen trusted few, until the app has been finalized and released. After that, all bets are off.
@greg brady - thanks for the link, I just downloaded Stellar Trek, nice work!
@anaqim - I hear what you are saying. Fear of copy farms has lead me to be very discerning about who I show my work to. My projects tend to be novel so secrecy is needed but for devs who are making more traditional apps (or hobby apps) - the video could be fun.
I totally agree with anaquim, but I was thinking from the angle of how Indie devs can get a bit of more exposure. We don't have no money to spend in marketing, that was my major concern. But I totally agree, a novel idea can be quickly copied by someone out there and it will be extremely disappointing.
"There is no such thing as bad pubilicity"... Don King
It's a great idea to do a video about Corona Indy dev's, after all we're quite a unique bunch!
As far as game demos go, you wouldn't have to show the crown jewels of your development, just an idea of what you are up to...
It's hard to crowdfund / generate interest if you keep your ideas too close to your chest.
Just my thoughts, Greg
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