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Have you made too many unreleased games

jay2dxjay2dx Posts: 610Member
edited June 2015 in Miscellaneous

Ok so I've just counted my prototypes I've made and its 34! This is over the last year, if I was to work each up in to a game for release with proper art etc it would take about 4 weeks work each this would take over 3 years!

Dam! Lol

Who else is in this boat?

What do you do to filter out what to develop further?

Don't get me wrong I've learnt and had fun along the way, it's just I need to focus and release more games! But how do I decide, there all pretty good!

Comments

  • JSprojectJSproject Posts: 730Member

    Yes, that is part of the process. I have never been lacking ideas and I have so many prototypes that it would take a life time to develop them all into full games.
    What I lack is enough time (like many others i have a full time job and other responsibilities). Just like in life in general prioritization must be made, go with something you yourself believe in and more importantly enjoy doing. Focus fully on your current project and don't dwell to much on the other potential projects that "could be" (easier said than done sometimes, I know).

  • jay2dxjay2dx Posts: 610Member
    edited June 2015

    Yeah I know what you mean, I'm actually an architect by day and most nights! it's very time consuming, I have one big game I'm working which is a platformer and another which is a golf game, drawing the graphics is the longest process I feel!

    I had to Learn to stop making the top casual games that appear in the top 10 charts, I'm wasting my time by doing it and should just focus on what I enjoy, although I did learn loads by replicating popular titles..

    I think I may put together a showreal of all my protertypes and post it here to see what captures people's attention!

  • ApprowApprow Posts: 703Member

    @jay2dx I read somewhere that a lot of indies are having a hard time to finish a game, and also I'm struggling with this. Having an idea and prototype it is the most fun part, but develop the idea and making it into a fully working game is hard. I always get too ambitious after a while, which is kind of annoying. at the moment I'm learning how to schedule my game development, so I won't get lost at some point. If anyone has some great tips regarding scheduling game development from prototype to finish, please share it:)!

  • pHghostpHghost London, UKPosts: 2,301Member

    @jay2dx said:

    I think I may put together a showreal of all my protertypes and post it here to see what captures people's attention!

    Great idea! You can get some feedback and see what people seem to enjoy.

    One of the good ways to do things is to find a team -- it can be small, 2-3 people, but it still means you have more input on deciding what it worthwhile and what should be put to the side.

    I'm in the same boat as you. If you rely just on yourself, you will always have a problem, since all the projects came from your head and you were passionate about them at one point!

  • ApprowApprow Posts: 703Member

    @pHghost @jay2dx I might be interested in a collaboration with someone anytime soon. So if you're looking for a project to sink your teeth in, or someone that can help you with your project, send me a pm.

  • pHghostpHghost London, UKPosts: 2,301Member

    Cool, where are you based?

  • JimmyMesserJimmyMesser LondonPosts: 235Member
    edited June 2015

    I could do with some collaboration.

  • ApprowApprow Posts: 703Member

    @pHghost Rotterdam, in the Netherlands. At least for now I can help with projects, in the very near future I might be able to work together on a game from scratch:) I can't wait for 0.14 to come out because of the new scaling filter and render engine, so I can finally make bigger and more intense pixel art/platformer games:D

  • jorkosjorkos Posts: 352Member, PRO

    i have about 10 rough prototypes and a few very polished things that are unreleased....it's important to explore concepts but yes, pushing them out the door is also critical!! good luck

  • jay2dxjay2dx Posts: 610Member

    Thanks for the input guys :) think I'll whip up a prototype show real and see what gets people buzzing :)

  • pHghostpHghost London, UKPosts: 2,301Member

    My portfolio is wide, I have a deck-building card game, RPG, an original one-button game, a platformer, point and click adventure game, an airplane dogde-fighter... Even just listing these makes me depressed, so much that it lying dormant.

    I am also really looking forward to the new scaling method in v0.14, pixel-art FTW!

    We could try creating an inner group for sharing things, if anyone is interested? Perhaps on Slack? For closer collaboration on a single project (probably form scratch?), I would prefer local people at the moment (London for me), as I think it's really helpful to be able to meet in person every couple weeks or so, to talk things face-to-face and perhaps do some work on the spot. From past experience that's usually the best motivation. Though that doesn't mean I wouldn't do a distance collaboration for the right project.

    @Approw @JimmyMesser

    How about @outlandishPIXEL ? Loved the pixel artwork in your Dungeon game.

  • jay2dxjay2dx Posts: 610Member
    edited June 2015

    Great to see the positive attitude of you guys here :)

    Here's my experience if anyone's interested: in a colab at some point.

    I'm 34.

    10+ years as a game tester at PlayStation.

    Foundation degree in 3d design and interactive animation.

    Degree in architecture .
    Masters of architecture.

    And I now work as an architect full time.

    I can do music production, texture work. 3d modelling, level design, pretty much everything except coding, "why I use GS :)" I could go on but won't, have 7 games release over the last 12months

    What does everyone else here do,

  • JSprojectJSproject Posts: 730Member

    30+ years old. Masters degree in computer science. Worked for a few years within the computer security field. Currently (and since a few years back) working as a senior 3rd line technician and consultant for a world leading software company. Have been working on my spare time for 1.5 years now with my current GS project. I have no time to collaborate on any projects at this time or in the near future but good luck to you guys with that if you do :)

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