Highest Rated Comments


dragonslumber67 karma

I started programming when I was 15, in a mostly pre-Internet era. I always loved games and even as a kid, I was designing maps on paper, so I always wanted to make games. As I grew up, I went to college to learn programming (game dev courses were still in their infancy), from which I graduated but became a web developer instead.

I always kept the passion for making games but the tools weren't very easy to use back then. I did become a Flash game programmer for a contracting company for several years, where I worked on a bunch of branded games (Avatar, Wonder Woman, Sponge Bob, etc.) After a few years the company started struggling and I was let go.

A few years later, I was working as a online platform programmer and administrator, but felt my career wasn't going anywhere, so I decided to go back to my passion and started work on Arelite Core. That passion and drive has kept me going through thick and thin.

dragonslumber43 karma

Networking is the lifeblood of this industry. I'm currently showcasing my game at Gamescom because I've gotten to know people and they've gotten to know me, so I was extended an invitation (as well as invitations for upcoming events). I try to give back to the community by writing helpful guides on Gamasutra and posting about my experiences good and bad, trying to be a resources people can rely on when they need questions. I think the more you make yourself known as a person, even outside of promoting your game, the more you can help your business grow through external opportunities.

dragonslumber40 karma

For Aethernaut, I'm currently using Unity 2019.3 with HDRP, will be switching to 2019.4. For my first game Arelite Core however, I made my own engine using XNA and C#. It took about 6 months to get my demo done with the engine, controls, and in-game stuff like menus, dialogue, battle system, etc. And then 4 more years after that to actually release game :P

dragonslumber22 karma

Don't make your dream game from the start, make something smaller and clever, aim for a 9 month dev cycle (which will likely take 2 years).

Get a publisher because you want to have that marketing investment which will help people learn about your game in a crowded space with a lot of noice.

Test early and test often to make sure your game is fun for others. Get as much criticism as you can. Last year I postponed a game I worked on for 6 months because the reception I was getting was only ok, not great. I think there's value in completing your first game, but scope appropriately and focus on what makes it great and unique.

dragonslumber19 karma

Arelite Core was a 2d retro style JRPG, which I started in 2012. Back then Unity wasn't as great with 2d stuff, and I wanted something that I could expand upon more than RPG Maker could allow. I also wanted to port to consoles and XNA was directly compatible with the XBox 360.

I wouldn't do it nowadays though, there are so many great engines out there accounting for any needs you might have.