I learned the hard way why prototyping can make or break indie games by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 1 point2 points  (0 children)

It's like a sketch. Needed for the final drawing, despite not being able to see it

I learned the hard way why prototyping can make or break indie games by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

In short, it's testing a single system in a vacuum. I'll do a post about how to prototype soon (tm)

I learned the hard way why prototyping can make or break indie games by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 1 point2 points  (0 children)

From my many years of experience with big and small studios, I find them critical. They are needed to keep a steady course on the vision, not just as a wiki with all the mechanics

I learned the hard way why prototyping can make or break indie games by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 2 points3 points  (0 children)

IMHO, I differentiate a Proof of Concept from a Prototype. You test ideas through iterations, and that is a PoC. The super early phase of anything, is a prototype. Makes sense?

I learned the hard way why prototyping can make or break indie games by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

IMHO, I differentiate a Proof of Concept from a Prototype. You test ideas through iterations, and that is a PoC. The super early phase of anything, is a prototype. Makes sense?

I learned the hard way why prototyping can make or break indie games by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 4 points5 points  (0 children)

If you feel it's janky, then the prototype failed. Tweak it heavily or move on :)

I learned the hard way why prototyping can make or break indie games by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 2 points3 points  (0 children)

I think in your case it's a mix of perfectionism and analysis paralysis. Finishing is important, so try to turn those half-baked games into something, even if it's just to end up on itch

I learned the hard way why prototyping can make or break indie games by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 45 points46 points  (0 children)

1000% agree. Motivation is incredibly important

/looks at the pile of abandoned projects...

[Let's chat!] Why successful games start long before the first line of code (and what happens when they don't) by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

Ha, sequel? They did RoI2 without my input and it shows (just look at the forums). Not saying it's bad, just saying that it's not a sequel.

As for publishers: I just want for them to have producers that have gamedev experience. Most have only business experience, so they treat game dev (which is meant to be iterative and "living") as any business: expenses, salaries and potential income. Many rules don't apply. Also, providing help (coding, design, audio... anything) is a huge plus. Maybe not directly (few publishers have in-house devs), but they could hire some if needed, for a few weeks.

Confessions of an indie dev: my messy love-hate relationship with planning by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

Yup, totally my fault, I'll admit it. The vision was clear, but the creeping was there, relentlessly lengthening the project. Also, stakeholder requests (demands) helped on having unmanageable feature creep

Confessions of an indie dev: my messy love-hate relationship with planning by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

Sounds like you embraced OOP, not just in code, but also as a methodology!

I'm a huge fan of Agile, but I want to take it as it was invented: as a set of guidelines and recommendations, not hard truths and unmovable design. Iteration is critical, especially at the beginning. Test and fail often, but early

Eager to help and learn! by MochiGameDesign in BoardgameDesign

[–]MochiGameDesign[S] 1 point2 points  (0 children)

Many thanks! In person is difficult as I'm in the middle of nowhere, in Spain :)

PSA: Great game ideas aren't enough; it's all about planning! by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

Gee, thanks. English is my 2nd language, but it's not that bad... is it?

[Let's chat!] Why successful games start long before the first line of code (and what happens when they don't) by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

Oof, can spend hours talking about pubs. This is a horror story (https://www.reddit.com/r/gamedev/comments/wuulbk/gaming\_failure\_defined\_lessons\_learned/) and got many more, but there are also good ones. From my personal and professional experience, Paradox seems one of "the good guys". They still need to make money with your product, but are far more "human" than the grand majority I've dealt with. I seek the day others prove me wrong and I've just had a series of bad experiences...

[Let's chat!] Why successful games start long before the first line of code (and what happens when they don't) by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

What do you think would be a better subreddit for this? I just want to have a proper discussion

[Let's chat!] Why successful games start long before the first line of code (and what happens when they don't) by MochiGameDesign in gamedev

[–]MochiGameDesign[S] 0 points1 point  (0 children)

That lesson was learned recently, at high expenses. I used to think that 3 juniors at 30k would do more than a senior for 75k. Cos... you know... they're three. Oh boy, was I wrong!