Marsh Posted November 13, 2011 Author Share Posted November 13, 2011 This has probably been posted before but i missed it so here it goes.Thought this was a helpful and relevant read.http://makegames.tumblr.com/post/1136623767/finishing-a-game Link to comment Share on other sites More sharing options...
Stach Posted November 13, 2011 Share Posted November 13, 2011 Everyone should read this. It seems 99% of the people making games end up quitting them. This is the reason why I don't really care about anyone's WIP. Link to comment Share on other sites More sharing options...
Irhymer Posted November 13, 2011 Share Posted November 13, 2011 That was a refreshing hit of inspiration. EVERYONE on here needs to go read this, and then actually follow it.(I feel exactly the same as Tael about the WIP section) Link to comment Share on other sites More sharing options...
Robin Posted November 13, 2011 Share Posted November 13, 2011 > **2\. ACTUALLY START THE DAMN GAME**> > Writing your idea down is not starting the damn game. Writing a design document is not starting the damn game. Assembling a team is not starting the damn game. Even doing graphics or music is not starting the damn game. It’s easy to confuse “preparing to start the damn game†with “starting the damn gameâ€Â. Just remember: a damn game can be played, and if you have not created something that can be played, it’s not a damn game!Nothing new in this article. I've been saying the exact same shit for years. People won't listen no matter how many times I tell them. This is pretty much the #1 point which Sebastian and I have lived by for the past decade or so. The reason our shit gets released and the reason our games are actually good is because we release it early and prioritise what needs to be done when.To be honest the points in the article should be pretty obvious to anyone who's been on here for a few weeks or so. I'm constantly repeating the exact same things. Link to comment Share on other sites More sharing options...
ToshiroHayate Posted November 13, 2011 Share Posted November 13, 2011 That was a good read. I decided to work more on my project now. xD Link to comment Share on other sites More sharing options...
Jeff Posted November 14, 2011 Share Posted November 14, 2011 Not a bad read, and the treating finishing like a skill idea is a good one. Link to comment Share on other sites More sharing options...
CrAcKeR Posted November 29, 2011 Share Posted November 29, 2011 I read it and I really like what he is talking about. That there are hard parts to games that may not be fun say for instance, if your not an artist and your all alone creating a game and your stuck having to create GUI and other things you didn't give a think about when you started your game. Every newbie should read this thread.-CrAcKeR Link to comment Share on other sites More sharing options...
Jumpahead Posted November 30, 2011 Share Posted November 30, 2011 Exactly CrAcKeR. Found this very helpful, Thank you :). Link to comment Share on other sites More sharing options...
Magdreamer Posted November 30, 2011 Share Posted November 30, 2011 So true.The part about using competitions as real datelines is really clever.If you've heard of the 24-hour challenge, Ludum Dare, you'd know how many good games or atleast prototypes are released because of the dateline stress. Link to comment Share on other sites More sharing options...
Jumpahead Posted November 30, 2011 Share Posted November 30, 2011 Wasn't Crystalshire a 24-hour Challenge?. :D Link to comment Share on other sites More sharing options...
PD Posted November 30, 2011 Share Posted November 30, 2011 @Rory:> So true.> The part about using competitions as real datelines is really clever.> > If you've heard of the 24-hour challenge, Ludum Dare, you'd know how many good games or atleast prototypes are released because of the dateline stress.I'm gonna try out the Ludum Dare event. Anyways…this guide was good, its given me some motivation :P Link to comment Share on other sites More sharing options...
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