To say you are a "indy" game programmer is actually saying a whole helluva a lot. I realize I'm preaching to the choir here but it's significant in this regard. Last night I decided that I wanted to go ahead and finish up this break out clone and continue working on my frame work. Now of course I could finish the game half assed and button it up...but that is just not me.
So as I begin to polish it up and even the smallest tweaks and littlest of things are time consuming. One begins to realize that even something as small as breakout requires a lot of planning and coding. So it got me to thinking about my next project and how I want to approach it.
Do you know how long it's been since I've written a design document? Hahaha of course you don't but I'll tell you....back then gas was really really cheap :) At least going forward the 2D engine is basically complete and only needs a few other components. Optimization is always a given but at least I can focus more on actual "game development" and not "technology" development.
Anyway, I'd thought I share that and I give props to anybody who has written a complete "game" big or small. Even if it's a clone like Breakout, Tetris, Asteroids, Pac Man, Space Invaders or MMO or FPS. The work , perseverance and thankless nights to actually call it done is a feat unto itself.
Funny, most people scoff or even laugh at the results of mere 2D games because they are working on the next "ID" clone engine that has a list of features longer than my arm. But what do most of them have to show except for maybe a few landscape renders and or objects with too much bloom effect. :/
Don't get me wrong, I'm not dismissing their efforts by any stretch...just talking out loud.
Oh well I'm starting to rant so I'll cut and run. There are a lot of talented and unappreciated Indie developers out here but I'm feeling you and appreciate your efforts.