Highest Rated Comments


SamanthaZero11 karma

Career-wise, the single most critical thing has probably been learning to program. I started learning code in my early 20's, while I was working as a Test Engineer testing websites. I thought I could never code because I wasn't good at math. But I tried anyway. Sentris has been able to come together because I learned to write code. It's the method of bringing ideas to life digitally. And I'm not even a great programmer, just "good enough". I think everyone should learn a little code!

SamanthaZero8 karma

Bop It is the same kind of game as Simon. Games derived from call/response mechanics are what I call "perfect performance" games. This includes DDR, Rock Band, and others. Sentris is really different from these kinds of music games. The puzzle mechanics require and reinforce some loose musical structure, some instrument combinations, some chords, etc. It's about the layering of the sounds as much as the ordering. And everyone is going to have a unique song of their own at the end of every play session. No music game has done this before. Nobody has tried to walk the tightrope between puzzle game and musical instrument like Sentris is doing. I think that's remarkable.

SamanthaZero8 karma

It started out as a spare-time project and stayed that way for a few years, but at that time I still didn't really know what the game was -- I just knew I wanted to make a cool music game. After about 3 years working on it very irregularly, I realized that it needed to a game about making music.

From that point I knew I needed to focus on it full-time. I decided to take a risk and leave Unity to go indie. I made a version called Sen (which you can play on Kongregate), and it didn't go anywhere. Made no money at all. So I had to get a new job and save up to try again.

I think for me, I just got so tired of working on tools. I wanted to be making the experiences. So I consciously saved and tried to live frugally twice. I actually ran out of money again making the Sentris prototype, which is why I went to Kickstarter now instead of early 2014.

SamanthaZero8 karma

In ten years I'd like to be running my own well-established studio, with a catalog of successful and critically acclaimed games. I want to be surrounded by incredibly creative people and enabling them to do their best work.

SamanthaZero7 karma

Wow, I would love to include both the Hurdy Gurdy and the Hammer Dulcimer! If anyone can put me in touch with musicians that have access to these instruments, I will figure out a way to get samples and put them in the game. That would be amazing! Fiddle/Violin is definitely on the list of instruments to include no matter what!