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How soon should you release a game prototype on itch.io? 

Theodore Bendixson
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In this livestream, I discuss when to release early game prototypes. How do you know your prototype is good enough for a website like itch.io? Will you be punished for putting out something that's not polished?
How do you respond to the early feedback you get? When do you take a game from the early prototype phase to a more polished production phase?
Rogue Deck Builder is now available on itch.io. Give a try and let me know what you think. I appreciate all of you so much :-)
tedbendixson.itch.io/rogue-de...

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30 май 2024

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Комментарии : 7   
@bewilderedlearningevolving
@bewilderedlearningevolving Месяц назад
The magic in games is what people talk about when they think the best one's are good. That's all I need to hear. Make music for the epic sound and devote my time to building a game that has the magic. It's invigorating. Thanks for that.
@DylanSarber
@DylanSarber 16 дней назад
I remember way back when you made that series on the Handmade platform layer for macOS. Was that the precursor to starting to prototype Mooselutions? I'm always curious how much actual time goes into the prototypes from folks in the "from scratch" / handmade game dev community because there of course has to be some foundation around first to be able to quickly test out gameplay ideas. Even thinking back to Jon Blow's interviews on Braid as one example, it's hard to imagine he that _didn't_ have some simple DirectX rendering code lying around to just use for the initial prototyping (IIRC he says something like the initial rewind prototype took about a week with the simple graphics shown during interviews or Braid anniversary edition). If building those necessary engine pieces is considered part of the initial prototype, what was the timeline from start -> first prototype posting? First prototype -> production release?
@tedbendixson
@tedbendixson 14 дней назад
Indeed, it took many years. Those first videos were me at the very start, just learning this totally new way of doing software development. I needed to get setup with basic text and sound rendering so I could do simple 2D prototypes. Once I was able to prototype in 2D, I was able to figure out what gameplay goes into Mooselutions. You talk about Jon Blow having something like this when he started Braid, and that is exactly the case. He had some leftover code from previous game prototypes he was building, and he just reused it after taking out all of the gameplay-specific bits. I've done the same thing with my new game. Once you've solved a problem, you get to keep the solution so long as you're alive. So every time you start something new, you're a little further ahead than the last time you started a new project.
@dapaulpeng
@dapaulpeng Месяц назад
What programming language or languages do you use to create your games?
@tedbendixson
@tedbendixson Месяц назад
I like to say I use C-flavored C++, which is basically C++ without all of the "modern" features like classes/templates etc. I use C++ but pretend I'm just doing C programming
@dapaulpeng
@dapaulpeng Месяц назад
@@tedbendixson What's the difference between that and just C? Do you use C++ instead because of a small feature difference or is it more of a difference other than the code like the compiling? (Sorry if this is obvious, I don't know C or C++)
@tedbendixson
@tedbendixson Месяц назад
Yeah, it's mostly for a small feature set but also because C++ is basically lingua franca in the game development world. So much of current infrastructure is compatible with C++. I don't exactly agree with that, and I do think it needs to change, but I also need to be pragmatic and pick something that won't be a ton of friction to use. There are some folks, like Eskil Steenberg, who will only use C. Our programming styles are very similar, but it comes down to which compiler you're using.
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