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Volterbolt

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About Volterbolt

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  1. Volterbolt

    As a game dev, what are you most afraid of?

    I'm afraid of the things not related to game development, - the legal stuff, bureaucracy, someone trying to hack the game through the loopholes i am not aware of That is why indie dev looks more harder to establish carefully
  2. Volterbolt

    where did you start to make a game?

    It is a very common barrier not only in developing a game, actually in everything in life just as writing a song, drawing, doing the managerial job etc. You have to be aware that nothing starts from the finished product, BUT you have to have an idea of how you want it to be, but not precisely, just abstract, big picture. I suggest you think in components, divide problems into smaller problems, code components in blocks, then learn to put them together. First, don't think about the perfection, you have to release the working prototype first, with the event flow you want, you don't have to release the full game on your first try, no one has ever done it. Prototype > when you're happy add more components. Working toward your early alpha release, where a few broken squares interact with the triangles and something happens is a happy result of a bigger idea
  3. I would recommend JS for starters, just because it's very fast to distribute and share the game on the web, and let others test the game. If you went for more serious languages it would be much harder to share your work as people wouldn't want to download content into their PC if you're not on Steam or other stable platform. It's perfectly fine to start with web development and progress to standalone cross platform later when you have more experience and idea how everything interacts in game flow
  4. I prefer dinamic progress through the game, smooth event sequencing, and a minor challenge with puzzle implementation (not literally, could be a few events scattered through the map i have to assemble into one). And i see that AAA games don't like to experiment with much of the interesting ideas in game development, they go for a sure release with sure event flow through the game, even if it means that the content is loopy, and looks like the game is made repetetive. Outside of a little rant, i prefer the second option - not neccessarily arcade, but depth and innovation, even if it means going out of the box and confusion, i really love putting things into perspective, finding out what the devs wanted to tell, the hidden story behind the game etc.
  5. I think it's been suggested, and i'll add to that, the solution that works in every module in life. Never listen to people who criticize without giving you any solutions on how to make things better. If they say your design, idea, game, the way you live, anything sucks. Ask them, how can i make it better? And if they cannot answer this, why would you listen to someone who talks about what they don't even know how to make better. How do they know that yours is worse? I hope it helps
  6. It depends on a scale of the project you are working on and how many different people are working on it. If your main concern is the 3D modeling, i would get in depth in whatever it takes to achieve the goal of just enough perfectionism. And if you have a bigger scale project that you are working on, i would skip the realism part, and stick to the simple solution until i get the whole design working, and only then patch things up. Well, anyway, when the whole design is put into place, i would say it's worth the time implementing whatever your inner designer aims at. Please fix me on that if there's a better approach, thank you
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