- Aug 23, 2018
- 337
- 483
Time management and getting every dime you can out of every effort you expend (by double dipping on assets, scenes, etc.) is basically universal to indie and team based game development. The trouble is if the game fails on a big budget team, everyone was still getting fed and taking home a check... Indies, if they don't make a splash... they're courting health problems and eating ramen.I apologise for butting in. I'd just like to note that you were instrumental in creating some commercial titles, but that's not the same as working independantly. I have nothing against your intent or your comment - I think it should serve him well. I just wanted to note what may be a significant difference between your experience and his. In my defence, I also have an appreciable amount of experience on the subject of game design, albeit as a team of one (which makes me bias to be more sympathetic to him).
However, given that I usually completely misread things, I now expect him to have a team of 10+ employees and he livestreams monologues about how good it feels to fleece his patrons while DDOSing F95 on his free time. I can't keep up with today's trends.
Sorry for my intrusion, happy new year and cheers.
The previous advice, I guess, could be best summarized as my opinion that Alorth needs to find ways to A.) Get more millage out of previously completed work. B.) Make a pipeline for himself that increases efficiency and also leaves the door open to getting more utility out of his environment art and lighting.