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General Discussion / Re: Hello
« on: October 14, 2016, 09:16:49 am »
@d3x0r,all
In my opinion actually making the game is the hard part. Building assets as an indie developer is a lot of work. If you obsess about perfection and consistency overall you have to do everything by your own hand. That means that I do the mechanics & research, tuning, level design, visual art, sound effects, story etc.
On the other hand I want to see open doors self-emerging online communities beat corporations in the business game. Normally, this means that the community is sustainable and makes money.
On a more lighter tone I did find this on steam: http://store.steampowered.com/app/290060/
What got me interested in Blackvoxel is the code and the mechanics. The code can be kept under control and reasoned about by a single person. I fully congratulate the owners for their skill and experience. The mechanics... even one of those mechanics can make a game: http://www.zachtronics.com/tis-100/. On the other hand it requires a tremendous amount of tuning and personal investment. In reality a successful game can be done with much less runtime logic and better assets and design.
Finally I want to say that I actually ditched 3D and multiple mechanics totally. I am building a 2D pixel art game with a single mechanic. The mechanic is original as I didn't see it in another game and it as a lot of content potential. The engine is written in C & JS and compiled for the PNACL platform. PNACL is the precursor to web assembly. The real-time logic is done in C and the user interface is in HTML, JS and CSS.
In my opinion actually making the game is the hard part. Building assets as an indie developer is a lot of work. If you obsess about perfection and consistency overall you have to do everything by your own hand. That means that I do the mechanics & research, tuning, level design, visual art, sound effects, story etc.
On the other hand I want to see open doors self-emerging online communities beat corporations in the business game. Normally, this means that the community is sustainable and makes money.
On a more lighter tone I did find this on steam: http://store.steampowered.com/app/290060/
What got me interested in Blackvoxel is the code and the mechanics. The code can be kept under control and reasoned about by a single person. I fully congratulate the owners for their skill and experience. The mechanics... even one of those mechanics can make a game: http://www.zachtronics.com/tis-100/. On the other hand it requires a tremendous amount of tuning and personal investment. In reality a successful game can be done with much less runtime logic and better assets and design.
Finally I want to say that I actually ditched 3D and multiple mechanics totally. I am building a 2D pixel art game with a single mechanic. The mechanic is original as I didn't see it in another game and it as a lot of content potential. The engine is written in C & JS and compiled for the PNACL platform. PNACL is the precursor to web assembly. The real-time logic is done in C and the user interface is in HTML, JS and CSS.