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#1
Guest_Red Ocktober_*

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i've been buried with a side project that i thought would've take a day or two... but it's winding up taking longer... a lot longer...  and so this lil threaded ramble...

while taking a break from the longer, it suddenly dawned upon me that if a single simple object (i'm making a plane as an addon) takes so much effort and time, then maybe one reason why a real Leadwerks game might be  so long in coming might be...  that so many of us try to put so much into our games...  

i mean... take a look at Penumbra Overture... the first level (in the demo) is just a cabin of a ship... a simple room with a desk drawer and a closet...

there were a few small things that you could pick up, but the main parts were just a simple piece of furniture or two...

the same rings through for most of the other levels... not too much stuff... just what you need to do a few simple things...

hey... just thinking out loud...  


i feel better now...

:P

--Mike

#2
Rick

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I agree. I think scope creep falls into the same reason. I know I've had a simple game element up and running, but wasn't happy the simplicity, so I try to add more and more to make it "cooler", but it soon becomes a big side track and interest gets lost.

#3
Pixel Perfect

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View PostRed Ocktober, on 16 July 2010 - 01:47 AM, said:

maybe one reason why a real Leadwerks game might be  so long in coming might be...  that so many of us try to put so much into our games
I think there is a lot of truth in this.  As indie developers we probably owe it to ourselves to keep it a simple as possible. Simple can still be effective if well thought out.

#4
Naughty Alien

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..another thing is, that almost nobody here, want to produce simple game actually, and instead, want to make a 'Crysis 10' since LE renderer is nice..and thats why 99% of stuff just fall in to trash bin of fail experiments..

#5
shadmar

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Did anyone do a pacman (with nice lighting/shadows) yet ? :P

#6
macklebee

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it was attempted but nothing ever came of it

#7
cassius

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I am in the doldrums with my game, run out of ideas for puzzles. Its an adventure game. I keep rearranging the level and textures while waiting for insperation. Maybe I'll take a look at some e existing games and try and pick something up.

#8
Naughty Alien

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..hey Macklebee, im not sure have you received my PM. Tomorrow Grid lesson is done, so i wanted to know, is it english your native language, because i need someone to take a look over  lesson text and correct my spelling errors, send me back so i can pack everuthing with images and code in to lesson..

#9
macklebee

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no i didnt see the PM... yep english is my native language... i know its hard to tell sometimes! I will take a look at it now!

EDIT---I didn't get a PM from you, NA... fyi...

#10
Sooshi

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.

#11
Canardian

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View Postshadmar, on 16 July 2010 - 07:06 AM, said:

Did anyone do a pacman (with nice lighting/shadows) yet ? :P
I made a Tetris variant with LE, and it was the first published commercial game. It took me about 2 days to make :P

#12
macklebee

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and it showed :P

#13
Flexman

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Ouch

#14
Canardian

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Well it shows that time plays the most important role when making a finished game.
I could try to make a list of how much time is needed for certain game features.

#15
macklebee

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View PostLumooja, on 16 July 2010 - 09:35 AM, said:

I could try to make a list of how much time is needed for certain game features.
i would think that would be very subjective depending on the type of game, the game features, the person's ability, the person's time able to devote to the game, etc...

#16
Canardian

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Here's a first attempt:
gamemaketimes.png

#17
macklebee

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:D you forgot to add in 0.5 hour to make chart. :)

#18
wh1sp3r

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That's why i made simple BALL game ;-) hehe because i wanted to complete it.

#19
Canardian

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How long did BallWars take on each of those steps? It would be a good reference to add to the chart.

#20
wh1sp3r

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i don't remember :D really. Plus i rewrote it few times :)