HylianDev wrote:
Vertette wrote:
A lot of indie games have the problem of being announced too early. Just look at something like Fez with its infamous five year long development schedule. You need to announce these things around one to two years before completion, I reckon. Just long enough to keep people interested until release day.
This is true. Another thing I would say is: don't make your first game such a big, long game. FEZ took so long because Phil Fish was incapable of making it lol. He had to reinvent the game, and I'm sure himself, many times before he could finish it.
As he said after he finished FEZ: "Start small, then go smaller."
I definitely feel this, I've ran into a lot of brick walls making very ambitious projects, so every time I tried making a new project, I've always made it smaller than the last, at least until I can say I finished a game before.
So what I'm getting out of this, it'd probably be best to start showing a game once the core gameplay concepts are put together, and making screenshots or gifs showing how the game is generally supposed to look and play is possible. I mean you can't just have a bunch of squares running around in Placeholder Land, so even if it may not be the final design, a level or something that clearly shows what the game is supposed to be should be shown.
Edit:
I guess basically, it has to look like what you want it to be.
It has to in a state where you're happy with what you made and want to show people the work you've done, and you're prepared to see what people say. Seems I've rarely gotten to that point with any games I've made, but I really wanna change that.
[quote="HylianDev"][quote="Vertette"]A lot of indie games have the problem of being announced too early. Just look at something like Fez with its infamous five year long development schedule. You need to announce these things around one to two years before completion, I reckon. Just long enough to keep people interested until release day.[/quote]
This is true. Another thing I would say is: don't make your first game such a big, long game. FEZ took so long because Phil Fish was incapable of making it lol. He had to reinvent the game, and I'm sure himself, many times before he could finish it.
As he said after he finished FEZ: "Start small, then go smaller."[/quote]
I definitely feel this, I've ran into a lot of brick walls making very ambitious projects, so every time I tried making a new project, I've always made it smaller than the last, at least until I can say I finished a game before.
So what I'm getting out of this, it'd probably be best to start showing a game once the core gameplay concepts are put together, and making screenshots or gifs showing how the game is generally supposed to look and play is possible. I mean you can't just have a bunch of squares running around in Placeholder Land, so even if it may not be the final design, a level or something that clearly shows what the game is supposed to be should be shown.
Edit:
I guess basically, it has to look like what you want it to be.
It has to in a state where you're happy with what you made and want to show people the work you've done, and you're prepared to see what people say. Seems I've rarely gotten to that point with any games I've made, but I really wanna change that.