I've actually been going through Extra Credits again. Great stuff. Can't say I've any plans for a 2D Platformer, so I'm good there.kyosai7 said:I'd recommend you watch the series Extra Credits on Penny Arcade. They have some great advice for any developer, beginner, indie, or big company.
Also, like someone else said. Don't do a 2d platformer. You won't get noticed since the market is FLOODED with indie 2d platformers. Do something we don't see often, like an RPG, or a fighting game, or some type of hybrid. If you can branch out into a 3d game, that'd be wonderful, too.
I don't now jack about programming, so I'm thinking of using the Unity engine to get started. Very cross-platform AND it's free. I wouldn't mind using RPG Maker, but it only runs on Windows... I have a Mac.MetalMagpie said:First question: Can you already program?Reyold said:I've recently decided I wanted to be an indie developer (not as a full-time job), but of course, knowing only a smattering about good design, or even making them, I'm learning everything I can about it. Still, I may need some cracks to be filled in, so fire away!
If you can, then have a look at what game-making libraries/tools are available for the language you're most comfortable in. I'm making a game at the moment in Python, using XNA [http://www.pygame.org/news.html] has a lot of useful stuff and you can release for both PC and the Xbox360.
If you can't already program, then you can either start learning (I'd recommend Python) or you can use one of the various game-makers floating around (such as RPG Maker [http://www.rpgmakerweb.com/]) to get you started.
Second question: Can you do artwork and/or compose music?
If you don't have both of those skills, you will probably want to seek out someone who has. You can often leave this until you've got a basic version of the game done (with place-holder graphics you make yourself). It's often easier to recruit people if you've got something to show them.
Third question: Do you want to do as much as possible yourself, or have a team?
Unless you can program, do art and compose music, you're probably going to need someone else involved in your project at some point. But you don't necessarily need any more than a couple of people to make a really good game. (Aquaria [http://www.bit-blot.com/aquaria/] was made by just two people.)
If you do want to have a larger team, keep in mind that having more people involved (especially more programmers) can actually slow down a small project rather than speeding it up! Getting programmers to work together is like herding cats (take it from someone who works as a developer!) and it only gets harder if you recruit them via the internet (and thus they're all in different countries). Never underestimate the time and effort involved in acting as a project manager.
Try to recruit people you know in real life before resorting to the internet. It's a lot easier to work together on a project if you can all meet up over a coffee.
Finally: After deciding on your game concept, it's a good idea to ask yourself "Is there already a game in existence that does this idea better than I ever could?" There's nothing actually wrong with making something that's very similar to an existing game, but it can be harder to stay motivated if you don't feel like you're contributing something new.
Music I think I can do. Artwork... yeah, probably not happening. In the possible event I may have to resort to the Internet, where would be a good place to start looking?
I'd prefer to do it myself, but I'm pretty sure I'm gonna need an artist. Maybe an animator. Definitely gonna do as much by myself as I can.
Most of my concepts are... unique, at least to me. I don't think I have to worry too much about cloning.