Linkvent Calendar, Day 11: Eight Tips to Help You Finish Your Indie Game
Stepping a little outside the bowl that is Cocos2D today. I’d like to turn your attention to a very prolific indie developer who has been around for many years. His blog was instrumental on setting my mind towards wanting to become and indie developer. I’m talking about Jay Barnson, better known for his blog Tales of the Rampant Coyote.
In his blog post dubbed Eight Tips to Help You Finish Your Indie Game he collected and published these 8 bits of wisdom:
#1 - Keep It Simple
#2 – The Secret of Scheduling and Budgeting
#3 – Make It Playable as Fast as Possible
#4 – Develop a Cautious Relationship with Scope / Feature Creep
#5 – Be Able to Carry the Project on Your Back
#6 – When In Doubt, Cut It Out
#7 – Save It For the Sequel
#8 – Power Through the Valleys
I specifically value #1 and #3 very highly, with #2 being very important to actually make measurable progress. Measuring your progress in small steps is what’s going to make you feel good about your project and that will keep you going.
I urge you to take #4 through #7 very seriously. I wish you strength for #8, that’s what’s going to hit all of us and in fact, it probably killed thousands of times more cool game projects than big companies cancelled for budgetary (is that a bird?) reasons, or simply because the decision maker hadn’t slept well.
Have a look at Jay’s indie game shoppe at Rampant Games, he sells his own and other indie developer’s titles.
Side Note
As a side note, Jay recently blogged about the web-browser based Lord of Ultima game that launched earlier this year. It’s the game I walked away from, so naturally I was interested to read what the Coyote had to say about it.
His review blew my mind, Jay hit so many nails on the head - both about the good and undesireable aspects of the game - it was unbelievable. Besides it was also fun to read and his conclusion being “Ultima is dead” is exactly what is wrong with the game. In and of itself nothing, the game is actually quite fun and well thought out, but using the Ultima license for that kind of game while not making good use of it … well it’s clear it would bring some more players into the game but ultimately (pun intended) it is severely damaging the brand. Ultima as we old-schoolers knew it, is indeed dead. Lucky for us, we don’t need no Ultima anymore because there’s something better for us!
On the other hand, that also means there’s a future for Ultima. One in which our kids remember Ultima as a series of actually quite good webgames. Oh well, that might not be too bad after all, if I set my “everything was better in the good old days” mind (it starts to develop once you pass age 30) aside for a moment.
Add your link to the Cocos2D Linkvent Calendar
Do you have something to share with the Cocos2D community? I haven’t received enough submissions to fill all the days until Xmas, although I do have enough links to post one each day, I’d rather post a link to your website or blog post.
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I think that #5, “Be Able to Carry the Project on Your Back”, is the most important tip.
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