rwtwm

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About rwtwm

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  1. Hi, I have recently released my first game Save the village which is out on android. This is my first game so it's basic in its mechanic (this isn't a hard sell) but I have had a lot of fun making it, and I hope people will have some fun playing it too. It's completely free!  I know I haven't made a large number of posts here, but I have been an active lurker since I decided to try and attempt this. This is as good a time as any to thank the many contributors here from who I have learned a hell of a lot over the last few months. Hopefully in time I'll feel confident enough in my ability to contribute myself.    Thanks for taking the time to read this. 
  2.   This all day. It's amazing (and frustrating) how even the simplest concepts end up with so many different parameters. It takes a lot of will power and single-mindedness (which I all too often lack) to focus on completing the task at hand without being dragged down the 'what happens if' rabbit hole.     I'll 100% agree with this too. When it comes to designing games, the aim should be in place before a single line of code is written. I have a txt file on my phone, that when ever I have an idea for a mechanic I think will work, I just add to the list. When I'm about to start a game I then trash the concept out a little further with the aid of a trusty paper and pencil. If it seems like the sort of thing I'd want to play, that's when I start thinking about how to code it.
  3.   I am curious about this. Is there any source you could indicate about design patterns for games?     I've been following Bob Nystrom's in progress web book on this http://gameprogrammingpatterns.com/. It's easy enough to follow even as an amateur and there are already a lot of handy chapters online.
  4. I've just started on this very voyage myself so can hopefully provide a little bit of input. I'm currently writing a simple game for android, which will be my first published game on any platform, and am doing everything myself. That is coding, artwork & music (though have used some useful free sound libraries for SFX, try soundjay and freesound).   I started about 3 months ago with only a limited knowledge of Java specifically, but a functional knowledge of general programming concepts. From there it probably took about 3 weeks to learn enough Java to get a functional prototype, a further 2 to learn enough android to port it and since then it has all been about making it look and sound like an actual videogame.    As others have said on this thread, when working on your own, adding the polish is the hardest bit. I've spent a good few days just on my background image and I have very little in the way of animation! (That could be because I'm a better coder than I am illustrator though). I hope to be finished within the month.   I'm also going to directly quote this because I think it is the most relevant point of the thread.     Don't overstretch yourself, and set small manageable goals. If you want to make a tower defense game, build something simple and functional with just one tower to start. Code it in such a way that you can extend it easily. The worst thing I've found about working solo is the shear length of the todo list. So take pride in each time you get a new tower to fire at the enemy, and if you get something new that works well stop and play it for 15mins or so and be happy you got that far.