I think indie games are hard to make as there is little financial incentive, and limited technology that can be used to harness your games with.
I think the best games to make as an indie, are games that reuse art assets and rely on simple but fun gameplay. Unfortunately these types of games aren't always the most fun to make. And when I'm spending a lot of time on something without any obvious compensation I have to enjoy what I'm doing.
The more chalenging ambitious ones are often the most fun, but also the hardest to make without some kind of regular cash flow.
I know that my work would be a LOT better if I didn't have time and financial constraints. Currently I tend to make a compromise between time, and speed and what will run on a low spec system.
Finding a middle of the road solution that isn't so ambitious that if we got a contract to finish one of our semi commercial projects. We would still be able to complete them at the same level of quality that our prototypes have.
It's a hard thing. I think Frank's biggest problems is that his project plasma is in a genre that needs very high quality visuals and immersion to stand any chance of success in a very competitive FPS market. It's really hard to produce 10 hours of gameplay in a genre that requires unique and diverse environments to hold a gamers interest for any length of time.
I keep walking into this rutt myself, plus like Red October, we feel we need a newer development platform to realise our 2 current prototype games potential, and reasonably expect to sell in any significant numbers.
Wish I knew what the answer was without copping out and making a game were simply not interested in.
Do have one simpler game in mind to use in order to learn the ropes of torque. But I think what I'm really waiting for is the Bmax module, which will hopefully knock down the few walls that blitz keeps throwing up.
I think the best games to make as an indie, are games that reuse art assets and rely on simple but fun gameplay. Unfortunately these types of games aren't always the most fun to make. And when I'm spending a lot of time on something without any obvious compensation I have to enjoy what I'm doing.
The more chalenging ambitious ones are often the most fun, but also the hardest to make without some kind of regular cash flow.
I know that my work would be a LOT better if I didn't have time and financial constraints. Currently I tend to make a compromise between time, and speed and what will run on a low spec system.
Finding a middle of the road solution that isn't so ambitious that if we got a contract to finish one of our semi commercial projects. We would still be able to complete them at the same level of quality that our prototypes have.
It's a hard thing. I think Frank's biggest problems is that his project plasma is in a genre that needs very high quality visuals and immersion to stand any chance of success in a very competitive FPS market. It's really hard to produce 10 hours of gameplay in a genre that requires unique and diverse environments to hold a gamers interest for any length of time.
I keep walking into this rutt myself, plus like Red October, we feel we need a newer development platform to realise our 2 current prototype games potential, and reasonably expect to sell in any significant numbers.
Wish I knew what the answer was without copping out and making a game were simply not interested in.
Do have one simpler game in mind to use in order to learn the ropes of torque. But I think what I'm really waiting for is the Bmax module, which will hopefully knock down the few walls that blitz keeps throwing up.