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tom_mai78101

Member Since 09 Jan 2007
Offline Last Active Jul 18 2014 10:29 PM

Posts I've Made

In Topic: Should I be explaining my absence in all active projects?

17 July 2014 - 08:05 AM

Thanks for your advices. Can't ever thank you enough for it.

In Topic: I think I'm happily putting myself into a world of framework dev hell, an...

23 June 2014 - 08:29 PM

Thanks.


In Topic: I think I'm happily putting myself into a world of framework dev hell, an...

22 June 2014 - 08:30 PM


When people say write games not engines (or frameworks) they don't mean, avoid writing purpose built tools to help produce a game. There may be already existing software that could be used to save you the time but as you have said you had fun and learnt new things in the process so you got some benefit out of doing it and it was presumably for a specific game in mind rather than a generic level editor you could use for dozens of different types of games.

 

Exactly.

 

Speaking of frameworks, what defines a project to be a "game" or a "framework"? If you're developing a custom-built engine for your game only, does that count as a "game" or a "framework" of that game? If you're working on something that can be extensible for the end-users, and haven't really delve down to the gaming elements, would that also be called as working on a "framework", and not a "game"?


In Topic: Why writing clones of existing games not attractive enough to warrant feedback?

21 June 2014 - 07:47 AM


Try instead to give the readers a personal connection to the game, as it makes them much ore interested in it.  By this I mean explain either your idea behind the game and how you have tried to implement that idea, or relate some anecdote about how the development of the game has affected you and your life.  When people form a personal connection with either a product or the producers of that product, they are far more likely to try/buy it.

 

I'm going to try that and see what will happen. Thanks.

 


Wait, are you talking about beta testers? Random people try out games they find fun. If you make it sound like work...

 

Of course not. I'm asking to see if it's a regular occurrence that developers don't get feedback as much as they wanted it to have.


In Topic: Why writing clones of existing games not attractive enough to warrant feedback?

21 June 2014 - 02:44 AM


But if someone says "here is my thing, play it and give me feedback!" I don't see any compelling reason to immediately download it and try to give feedback. Most people in this era know better than to click on links and install untrusted software.

 

So, I shouldn't try and ask people to "try the game out, provide feedback, etc.", but rather word it so that "it is fun, fun to the point that players would want to tell you something about it" or something similar?


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