ankara escort çankaya escort ankara escort çankaya escort ankara rus escort çankaya escort istanbul rus escort eryaman escort ankara escort kızılay escort istanbul escort ankara escort istanbul rus Escort atasehir Escort beylikduzu Escort

Pocket God的作者十點建議(一)


Choose a project that you can complete

It’s hard to become an indie developer.
Most of us start out by working weekends and nights on our dream project, hoping that it gains enough traction to quit our consulting gigs or full time jobs.
What really happens for a majority of solo developers is they end up putting a month or two into their project, and it gets placed on the back burner because they either get excited about a new idea or they get wrapped up in a deadline for their full time gig.
Assume this is going to happen to you.
Create something that can be done quickly, something you can just blast through and get out to the market.
Besides, simple ideas can actually do really well: both Pocket God and Flight Control were initially done in 1 week.


做一些你可以快速完成的並進入市場進行反應(blast through ??這我看不懂~但應該是這個意思吧~看前後文)
此外,簡單的想法可以做的比較完善, Pocket God 跟 Flight Control 都只花了一個禮拜就做完了(我想是第一版的意思)


Don’t get caught up in engine building or grand designs

This follows from the first point, drilling down to two common ways of overreaching your development bandwidth.

Everyone wants to create an awesome MMO like World of Warcraft on the iPhone, but the thing is projects like WoW have hundreds of people on their teams, and they take years to ship.

If your team consists of two people working on nights and weekends, it ain’t gonna happen. Keep your grand designs in check and make sure the scope of your project is realistic.

The programming version of this is called ‘engine building.’ As a programmer, my one guilty pleasure is striving to come up with the perfect architecture.

I’ve started out developing many solo projects where I have a great game idea but I start working on highly optimized 3d renderer or a really generic AI system – and few months into it the original idea is stale and I move onto something else.

It’s ok if your code is a little messy at first, or if it isn’t the fastest thing in the industry. Elegant architecture is not an effective bullet point in your game description!








You don’t always need to innovate

Innovation is a decidedly good thing, but too much innovation is actually risky. If you come up with something wild that no one has ever seen before, there is a good chance you’ll either be ahead of your time, or others won’t share your enthusiasm for the idea.

One great strategy for your first game is to go after a market that has already been proven – but not saturated – and put out a high quality alternative.





Work hard, but find an idea that’s fun to work hard on

Enjoying the process of making your game is very important. If your project is a pain in the ass to make, your customers will feel it.

Don’t make financial success your primary driver; there are a lot of industries where you can just knuckle down and make lots of money, but the video game industry isn’t one of them. You need to have a passion for what you do.

Putting financial success at the forefront is a distraction from really feeling your game. You need to create something you would enjoy.




Don’t expect your game to be a hit, and move on if it doesn’t fly

Don’t blame the situation. Don’t blame the competition. Don’t blame the audience. Your game just didn’t fly. There are lots of really incredible games out there and even though people might give you a lot of positive feedback about yours – well, compliments are free. It’s hard to predict what people will actually buy.
Just move onto the next one, keep your momentum, and focus on a new concept.




It’s easier to keep the momentum on an existing success than to create a new one

We never expected Pocket God to be a hit (see my last point!). But we are sticking with it until the success dies down, if and when it does. We’re even looking to expand beyond the iPhone, and we’re adding different game mechanics that can take the Pocket God world to a bigger level. if you’re lucky enough to experience success as well, you should be doing everything in your power to fan the flames and keep the momentum going.

Don’t quit before you’ve fully realized your game’s potential.


我從來沒想過Pocket God會中(請參閱最後一點),但我們一直堅持他,直到他成功為止,當他發生了,我們對他的期望也會擴展到iphone以外,而且我們不斷的加入新的機制,讓他有更好的水平,如果你有足夠的成功經驗,你應該想辦法繼續保持他,保持這個優勢。



這個網站採用 Akismet 服務減少垃圾留言。進一步了解 Akismet 如何處理網站訪客的留言資料