• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

I'm thinking of quitting my project, but I don't want to

5 posts in this topic

Okay. So. I’ve got a couple issues with the game I’m making, and they’re all sort of related.


I've been working solo on a small game, mostly off-and-on for around 9 months called Crystal. It’s a game based around manipulating gravity. You can attach gravity to objects in the game, like rocks and platforms and walls and the like, to do things like scaling walls and fling yourself (and enemies and bullets and set pieces) in and across gaps, solve puzzles, you know the deal.

Here’s a few screens of the game, currently. Ignore the programmer and placeholder art tongue.png




(Sorry for the lack of a video. I can never seem to record at better than 15fps video, toasteroven resolution. My computer’s a little old sad.png )


My biggest issues are:

1)      It’s still in the prototyping stages. Over the months I've done a lot of deving, backtracking, all around trying to find a suitable artstyle for the game, wrestling with efficiency issues, trying to make complete levels, etc.

2)      I don’t really have the time to keep working on it. College freshmen stuff is happening, and getting another job and not going up to my eyeballs in debt is the top of my priorities, since bankruptcy and all the other obvious solutions don’t liquidate federal student debt here in America sad.png

3)      My game… isn’t really fun. And it’s been like that for a while.


While the first problem, I see now in hindsight, might or might not have been a waste of my time, even though it’s been a very eye-opening experience, you know, working on a game this size. It’s my first time, if you can’t tell tongue.png. The second issue is a little beyond my control.


The third problem is a little bigger, and it’s what I've been working on for most of the game/prototype’s development. I feel like it has potential, ya know? I feel like it can be made into a really fun game, and if I ever got around to multiplayer support, it could really excel.


The fun of the game appears in a few key points, namely:

1)      When the gravity wells do something completely unexpected to your trajectory, like slingshot you instead of pulling you, or when the gravity wells end up slinging an enemy where you didn’t expect, so you have to ninja-move your way to safety using gravity to your advantage

2)      Speedrunning the levels are really fun, again, due to slingshotting, jumping into the gravity to increase your initial velocity, or coming up with other strats that decrease level times


Neither of those points are fun unto themselves. Being tossed around like a ragdoll isn’t necessarily fun all the time. Speedrunning a level is only really fun the second time through a level (unless you’re playing Rayman Origins. Then it’s fun all the time, but Rayman’s an exception). I've made a few dozen levels so far, but none of them really feel all that… fun.


So. That’s my problem in a nutshell.


I don’t know whether or not to stop developing the game/prototype/thingy, even though it’s *possible* I can complete it, and make money off of it to start paying my student loans, even though I don’t really think it’s “fun” enough and it might never be. Or scrap it, turn it open source, be a Good Samaritan. Or I could convert it to a web-based version, let peeps comment, suggest ideas, improvements along the way, even if that suffers from the whole early-access problems.


Any comments/suggestions/personal experience/good advice/general empathy you can give? I’m kinda stuck between something I really *want* to do and don’t have the time to do it, or I could stop working on it as much, maybe loose interest, maybe go into deep existential depression, maybe suffer from bitbucket login information loss, or other such catastrophe.


Sorry for the wall of self-pity, asking 10thousand questions at once, and all that other stuff that populates these forums a lot, but… as far as I can tell, I’m kind of stuck, and I don’t know what to do sad.png


Share this post

Link to post
Share on other sites

It is good to have a completed project in your portfolio.  It says a lot about your overall understanding and ability to stick with something even in the tedious parts.


It can be hard to tell how much fun your own game is.  You really need "fresh eyeballs" and, when you find them, they can only be used once.  So it's a good idea to have the most appealing version of whatever you have ready to show at a moment's notice.  When there's a reasonably polite opportunity, let someone try it and watch very carefully what they do and how much they want to continue.  You can't always go by their words, because they will probably be trying to be nice to you, unless they're feeing competitive or jealous, in which case their words may not show how much they like it.


Share this post

Link to post
Share on other sites

Keep rolling dude, don´t give up try to presento your project on some indie competition and get some feedback from there, make same public demo "as  is" for a selected group of peopel... remember the rule number one of the indies...never give up....!


Share this post

Link to post
Share on other sites

Well... Designing a game to be fun is hard work in itself..


- Yes, is often mistakenly thought that: if someone is stupid fully, that he is funny.



Edited by jbadams
Removed signature.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0