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)

個人是覺得非常激勵人心,我英文不是很好,但我還是努力翻了他
這是第一篇,前五點~~

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.

挑一個你可以完成的專案

做一個獨立開發者是非常辛苦的
大多數的時候我們都在週末或是夜晚才投注在我們夢想專案中,並期望它能讓我們脫離原有的工作(簡略翻譯…)
很多開發者都會把專案搞到一兩個月,然後又被拋在腦後,因為他們過程中可能想出新的點子…
假設,你也會發生這樣的事
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!

不要陷入引擎建造迷思或是龐大的設計中

從第一個觀點延伸,這兩件事普遍是開發狀態中常常過頭的事情

大家都想要弄個像魔獸世界的玩意,但事實上他們有幾百個人,花了幾年時間才弄出來的,如果你是兩個人的團隊而且只在週末跟晚上工作,這不是你們應該要發生的事情,保持你的偉大設計是在現實範圍內

至於引擎,這是程序員的完美主義作祟(這個我就不細翻~感覺有點文言文….)

我開始做很多個人專案時就有個大型遊戲的想法,但是我真正優化3D渲染或是做一個真正的人工智慧其實已經是在數個月後的事情了,而原來的想法早就已經是舊東西,我都開始做別的事情啦。

如果你的程式一開始有點混亂還是沒有跑的最快是無所謂的,我想你程式寫的很漂亮這件事情是沒必要寫在遊戲介紹中吧!!

++++

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.

你不一定總是需要創新

創新是一個毫無疑問的好事,但是太多的創新事實上是有風險的,如果你有一個瘋狂的從來沒人見過的是一個很好的機會,這可能是個出頭的好機會,但也有可能沒人可以明白你創意的熱情

你的第一個遊戲很重要的策略是在爭取一個已經被證明但尚未飽和的市場…(我看不懂了…..)

++++

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.

努力工作但找出樂趣

找出開發的樂趣很重要,你一定要能夠感覺到這件事情,不要讓財務成為主要的動力,很多工作的確是如此,但這件事情如果你沒有熱情你會撐不下去
在財務之前最重要的是你要真心喜歡你所設計的東西。

++++

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.

不要期望你的遊戲是個必中的產品

如果沒中,不要責怪競爭或觀眾,他只是沒有中,已經有眾多令人難以置信的遊戲,玩家可能會給你一點回應…..好吧~讚美是免費的~你真的無法預知到底誰會去買他,總之就是趕快進行下一個開始。

++++

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.

保持現有的優勢比創造一個新的優勢來的重要

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。

在充分了解你作品的潛力之前,不要放棄你的作品。

發表迴響

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