A Bit Late
2012.01.01
December 30th came and went, yet the first episode/prototype of Vagrant Dreamtide still isn't out. You should really keep reading this[...]
These Things90s Analysis Characters Design Development Dialogue Distribution Engine Episode Failure Fallout Fi Finances Game Game Design Game Design Analysis Games Indie Games Introduction Journal Launch Link Mass Effect Nostalgia Organization Other Games Our Methods Pacing PC Post‑Partum PreRelease Production Rapid Release Release RPG Self‑Critique Skyward Sword Software Story Text RPG Wii Writing XNA ZeldaFor Archival Purposes
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A Bit Late2012.01.01
December 30th came and went, yet the first episode/prototype of Vagrant Dreamtide still isn't out. You should really keep reading this[...]
Unqualified Advice #3 – Have You Failed Yet?2011.11.26
To some extent, failure is inevitable. Dealing with your limitations, in a wholly cognizant manner is imperative for an Indie Game Developer. There's a lot to learn even when you're making baby steps.
A series of small releases helps the burgeoning developer, by building confidence and establishing processes.
Sometimes, you will have to fail your lofty intentions in order to finish a product. You should really keep reading this[...] Unqualified Advice #2 – Never Fail to Fail2011.11.16
As an aspiring creator, odds are you will be defeated at some point. You may sell poorly, receive overwhelmingly negative reviews, or even worse lose your will to create. All of which can be interpreted as failure by most valuation systems. Coming to terms with these many avenues to failure is crucial to reach your personal goals. You should really keep reading this[...]
Going Episodic2011.11.13
Rapid release just might be the best option for an unestablished independent game developer. We're exploring the options and applying our findings to our first project. You should really keep reading this[...]
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