Com’è passare da un lavoro nell’industry al full indie? Il racconto di uno sviluppatore…

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Qualche consiglio della nonna…

“Going from big-team life to small team life means you can’t blame Dept X anymore. This one bit me hard; I was a classic blame-mgmt guy.”

…ma anche robe più specifiche:

“As a project draws to an end, lets say the last 25% of the dev cycle – your rapidly declining development time can be used to justify not doing time-costly changes to the game. If the change absolutely must be done, phrase it as an exchange of features – “we can implement new-foo, but it means that old-bla doesn’t make it in to ship”. Then we choose what feature we like more, without drastically hurting the schedule. Ideally, everyone knows this implicitly anyway, and any last minute ideas are based on a premise of “this is a small fast add, but a big gameplay win!”. Those are perfect, and what you want to accept. “Lets add multiplayer” would be a big dry no.”

Quit job to help create indie studio, and we just shipped. As the lead dev, here’s what I learned. • r/gamedev

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Well, here we are. 1.0 is out the door, and nothing major exploded on the way, so I must have done something right! Its been roughly 20 months…

il gioco shippato dall’autore del post: http://store.steampowered.com/app/625680/Way_of_the_Passive_Fist/

Way of the Passive Fist on Steam

store.steampowered.com
Way of the Passive Fist is a unique and colorful arcade brawler. Parry, Dodge and Dash to outwit and outlast your enemies on a desolate planet ruled by raiders, mutants and fanatical sun worshipers. It’s a new kind of tactical fighting in the licensed arcade brawler for the 90s cartoon you wish exis…

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