One of the toughest parts of being a indie game developer working on their first game is getting the word out about your game. I would like as many players as possible to experience the game so that I know what gameplay mechanics are enjoyable & what about the game isn't as enjoyable. For example I didn't know my game was visually too busy until 3 weeks ago. I didn't know the game was too hard until 4 weeks ago. Glad I know these things now before I launch the entire game.
Hello everybody. When working on a game at one in the morning, you miss certain things that are obvious when you're working on the game during "normal" hours. First thing is the music on the level would double up when the player died, so I fixed that. I didn't notice because I was playing the game on mute so I wouldn't disturb anyone. Second thing is I did a patchwork solution on the GUI. I still don't know why the GUI would shift after the player ran out of lives, but it's fixed as well. So...I have taken this demo as far as I can. The full game will have more/new levels, sounds, tracks, ships & cutscenes! I'm very excited!
The backgrounds will be less complicated.
The enemy mite class of ships will now be destroyed with 1-hit. The GUI should be fixed once the player has re-played Long story short, I burned myself out. That's one of the major drawbacks of being a one man team. I have to do all the coding. I sub contracted the artwork, but lately the artwork has been coming at a slower pace. Which slows me down and forces me to fight "feature creep". The demo I put out isn't perfect but it's the end product of 3 years of work, so I'm still proud of it. Working until 2 a.m. sleeping for 4-5 hrs and doing it all over for 2 months wore me out. I didn't want to do anything associated with my game development process. I didn't hop on Twitter. I didn't check my email. I didn't login to my HTML or Steam demo hosts to see any comments. I just completely backed off and it was refreshing. So now I'm ready to continue! Here we go!
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March 2017
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