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Indy Game Development: any GAF'er ever make their own game, or even make money on it?

"If you want to port you iOS I'm pretty sure you still need a mac

http://unity3d.com/unity/system-requirements"


He wasn't really clear as to whether he just meant unity or iOS, the post he was replying to mentioned both iOS and potential Windows 8 App Store.
 
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.

I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.
 
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.

I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.

You're game looks incredible. Was it a one man operation until the end or did ms step in with financial as well as professional aid? It was done in xna, right?
 
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.

I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.
*indie dev high five*
 
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.

I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.


Holy crap. I just went to your website and watched a gameplay trailer for your game and it looks amazing. Seriously makes me wish I had an Xbox. Any chance of a PC or PSN port? You definitely have my money if so. Can't believe it was made by someone on GAF.

I'm still at the stage where all I make is pretty standard platformers, haven't really come up with anything original.

http://www.youtube.com/watch?v=uHHJGX5z6YM

I often hit motivational blocks though, wish I was better at just forcing myself to do stuff.

Your game looks really fun too. I would definitely play that. The world needs more Platformers.
 
You're game looks incredible. Was it a one man operation until the end or did ms step in with financial as well as professional aid? It was done in xna, right?

Thank you. No, totally self funded, I did everyone but audio, and had a friend help tidy up my writing. I'm actually hoping to make a announcement soon regarding the contributions of some VERY talented people, that have helped make the game much more ... vocal.

And yeah, XNA. Started in 3.0, then 3.1, and now 4.0.
 
Thank you. No, totally self funded, I did everyone but audio, and had a friend help tidy up my writing. I'm actually hoping to make a announcement soon regarding the contributions of some VERY talented people, that have helped make the game much more ... vocal.

And yeah, XNA. Started in 3.0, then 3.1, and now 4.0.
Like my boy, L.D.!
 
We just implemented the first version of our gui for The village.

gui.png


All ingame graphics are temp :)
 
Thank you. No, totally self funded, I did everyone but audio, and had a friend help tidy up my writing. I'm actually hoping to make a announcement soon regarding the contributions of some VERY talented people, that have helped make the game much more ... vocal.

And yeah, XNA. Started in 3.0, then 3.1, and now 4.0.

Just had a look at your site. Your game looks amazing, mate.
 
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.

I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.

Amazing work you are doing. Keep it up, man!
 
I'm thinking of giving Unity a go with the free version from their site. As someone with a little coding experience in C++/Java and Ruby, and engine experience in RPG Maker and Construct 2/Game Maker, is Unity a completely different beast?

From exploring the website it seems to be somewhat user friendly, but I don't know if it's magnitudes more complex than what I'm used to. Thoughts?
 
"I'm thinking of giving Unity a go with the free version from their site. As someone with a little coding experience in C++/Java and Ruby, and engine experience in RPG Maker and Construct 2/Game Maker, is Unity a completely different beast?

From exploring the website it seems to be somewhat user friendly, but I don't know if it's magnitudes more complex than what I'm used to. Thoughts?"


If you have a little experience with C++/Java/Ruby, learning how to program with UnityScript will take all of a couple of days with a good book/video/Scripting Reference, depending on how you like to learn. I don't think you'll have too much trouble.
 
If you have a little experience with C++/Java/Ruby, learning how to program with UnityScript will take all of a couple of days with a good book/video/Scripting Reference, depending on how you like to learn. I don't think you'll have too much trouble.

Do you have much experience with Unity? I'm thinking of getting into some iPad programming, but I'm not ready to invest in a mac yet. Seems like the multi-platform flexibility of Unity is a great way to get into this, but I'd hate to work on something for 2 months on Unity for Windows and have it not work at all in xcode or whatever.

Side note, the Asset Store is sweet a hell.
 
Hmm, the install finished and was about to run the program. Didn't know it was a 30 day trial, thought it was just a "reduced options" free version...

Maybe I'll look into it when I have that kind of money.

EDIT: "Unity is a free game engine — software you can use to make your own game." Kind of misleading imo.
 
Hmm, the install finished and was about to run the program. Didn't know it was a 30 day trial, thought it was just a "reduced options" free version...

Maybe I'll look into it when I have that kind of money.

EDIT: "Unity is a free game engine — software you can use to make your own game." Kind of misleading imo.

It's free, you just have to register.
 
It's free, you just have to register.

For 30 days though, right? Enough to learn I guess, which isn't too bad but I'm not a fan of the trial model. I'd prefer if they just took away the crazy awesome features and let me realize on my own that I need them, rather than whetting my appetite with 30 days of use.
 
"Do you have much experience with Unity? I'm thinking of getting into some iPad programming, but I'm not ready to invest in a mac yet. Seems like the multi-platform flexibility of Unity is a great way to get into this, but I'd hate to work on something for 2 months on Unity for Windows and have it not work at all in xcode or whatever.

Side note, the Asset Store is sweet a hell."

Everything you code should have no problems on other platforms. However, you do have to be mindful of performance without a device to constantly test on. Some things you write may work fine on a desktop PC but cause severe hiccups on mobile/tablets. There's a few articles out there on things to look out for while targeting Mobile in Unity. Also, if you use Javascript, you need to have "#pragma strict" at the top of your scripts to disable dynamic typing. This is a non-issue if you decide to use C#.



"Hmm, the install finished and was about to run the program. Didn't know it was a 30 day trial, thought it was just a "reduced options" free version...

Maybe I'll look into it when I have that kind of money."

Your initial assumption is correct. It is free. The 30 day trial is for the "pro" version with all options, it simply turns into the free version once your 30 days are over. To reiterate, there are 2 licenses: Pro, which you got a 30 day trial for, and "Basic" which is free with reduced capabilities.
 
Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.
 
Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.

That's known as feature creep and is a serious issue with just about any aspect of software development. You're part of the majority on that one, if it makes you feel any better.
 
Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.
That's something that having a simple, clear design document might also help with, depending on your personality. It takes effort to cut down on your own desire for perfection, especially if you're afraid that the internet is going to go OMG LAZY DEVELOPERS because you didn't include something. :P
 
Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.


That's why a minimum of planning is good. Even if you're doing a small game, you should have a small design doc (not in great details) that tells what you decided to do and not do before hand. With that its easier to discipline yourself. We can repeat "follow the doc!" all the time to our dumb brain. Personally I need that sort of thing or else I am always letting myself get carried away.
 
I can now finally jump into this thread and answer the OP... yes, I've finally made my own game. It was both one of the most fulfilling and most difficult things I have EVER done, but I succeeded in learning how to program and see a game through completion.

I loved games and wanted to understand them more. This process has given me that deeper appreciation for the medium, and I no longer have to sit on the sidelines on internet forums with my 'wouldn't it be cool' ramblings.
Finally finished? Congratulations dude, seriously everything in that game is polished and refined to an incredible amount and it just feels so RIGHT from the demo I played a few times.

Really looking forward to it.
 
That's why a minimum of planning is good. Even if you're doing a small game, you should have a small design doc (not in great details) that tells what you decided to do and not do before hand. With that its easier to discipline yourself. We can repeat "follow the doc!" all the time to our dumb brain. Personally I need that sort of thing or else I am always letting myself get carried away.
My own biggest problem is probably getting hung up with technical problems I encounter early. Sometimes my engine seemed to go to 30 fps constantly for no reason, or scrolling isn't super smooth (this even happens with TF2 sometimes). Or maybe having both SFML and SFGUI in the same program resulted in a crash.

The end result is days of experimenting and no progress because I'm afraid of some specific problem, and in SFGUI's case I think I made a library modification myself to clean up on exit. I think forum discussion did manage to convince one or two of the SFGUI people in the end that there was a cleanup issue that needed handled better, and I believe the latest versions of SFGUI have a fix for that.
 
Am I the only one who adds too much stuff to his initial programming idea?
For example I'm working on a gui program, know what I want to do and how but during the implementation I'm like "hmm that feature would be cool".
Basically functionality that could be useful in the future but have no need right now.
Like the asterisk to indicate that there are unsaved changes, even though the program will only be used by me for the time being and I don't need that usability
All it does is extend the time spent on that program and pushes everything further back.
I really have to say no and only work on the stuff so that it becomes usable.
Precisely the same boat I was in. I'm now working with a simple(-ish) design document to eliminate scope creep and keep me on track; ultimately, hopefully, actually being able to finish the project. :)
 
Im currently trying to get into the IOS game scene but have no programming experience. What do you guys think about Gamesalad and IStencyl software? Have you guys used it before? Is it a good starting point for someone who has no programming experience?
 
I love being a developer and I spend more time these days working on games than playing. I've put out 5 iOS games and 1 XBLIG game. None have been hits, although I've learned a ton and made lots of important connections along the way.

coming soon, Cave Rescue is a roguelike-lite for iOS where the player explores dungeons and caves to search out and rescue 99 characters.

Jul10caveAsm.PNG
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Jul10caveBsm.PNG
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Jul10caveCsm.PNG



edit:
Im currently trying to get into the IOS game scene but have no programming experience.

keep in mind when you're budgeting that you must have an intel-based mac to be able to compile, so at the lowest-end (new) you're looking at a $500 mac mini.
 
Thanks MrKayle, Ill give it a shot. I just don't want to learn programming its just not for me. I rather spend time with the art and graphics which I find more fun.

If any of you have games on IOS I would like to know so I can download and support the GAF game development community.
 
Question about Unity for those who use it. How capable is the free version for 3D worlds/environments? I have an idea for a horror game, but 2D simply won't work for the idea I have in mind. :P I messed with UDK for a bit, but I wasn't feeling it.
 
Question about Unity for those who use it. How capable is the free version for 3D worlds/environments? I have an idea for a horror game, but 2D simply won't work for the idea I have in mind. :P I messed with UDK for a bit, but I wasn't feeling it.
Free Unity will work great. I don't think there are any differences between the two when it comes to the 3D engine. The paid version includes some extra lighting tools and pathfinding, but nothing you can't work out yourself.
 
Free Unity will work great. I don't think there are any differences between the two when it comes to the 3D engine. The paid version includes some extra lighting tools and pathfinding, but nothing you can't work out yourself.

Cool, thanks.

Any good books for Unity worth checking out?
 
Don't have this book myself, but see it recommended all the time:
http://www.amazon.com/Programming-Game-Example-Mat-Buckland/dp/1556220782
I own this book, and it's OK. I use it as a reference to math-related stuff all the time. The book is all C++, just fyi. I'm not sure it's the best thing to introduce and explain concepts to people, but it's definitely better than most books.

Personally I think this book is a lot better: http://www.amazon.com/dp/0123747317/?tag=neogaf0e-20
But it only exists in hardcover afaik.

(I'd recommend buying both if you have any interest in AI. both are excellent books)
 
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