tips for an aspiring indie developer

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Reyold

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Jun 18, 2012
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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'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.

MetalMagpie said:
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!
First question: Can you already program?

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.
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.

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.
 

IndieForever

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Jul 4, 2011
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As an indie developer myself I think you're making the right start by running with Unity. It supports a variety of languages but you can effectively code in javascript (albeit with Unity's spin on it). This makes it very easy to jump in with relatively little research, although you will have to do your homework when it comes to complex ideas/creations.

There are lots of tutorials available on the web, youtube, and I'd recommend starting with the excellent Walker Boys Studio tutorial series which takes you through making several games and has exams and assignments which they will mark for free: http://walkerboystudio.com/html/unity_training___free__.html

The free version of Unity compiles to Mac, PC and (at the next iteration) will add Linux. If you're looking to create mobile games, it's a not-insignificant add-on cost.

Once you're comfortable with Unity, and it doesn't take long, you may, depending on the genre of game you're looking at, want to upgrade the visuals, sound etc. to something more professional. If you're a student, there are plenty of places that will sell you an academic version of the Pro license for far less than the full $1500. Unity themselves don't seem to sell it.

When you get round to needing an artist or animator you will get the best result if you have most of your game completed, sans graphics. As someone has mentioned, you can put in placeholder items as needed (there's nothing to stop you borrowing resources from other games, the 'net, wherever, as long as you don't actually distribute it with those in).

Gamdev.net is a great site for indies, but there is short thrift there for the 'gonna make me an MMO, need people now' kind of posts. If you want to be taken seriously, you need to show up with something that is worth people's time. They will not make your game for you, but it sounds like you're not one of those folks anyway.

Currently, the hardest thing we're having problems with is finding good voice actors that don't cost a fortune... sometimes it's the things you didn't consider when you started!

Good luck, and your game will be only as good as the effort you put into it. Unity is great, but it's not a 'click the button and make a game' package.

Above all, have fun for as long as you can - eventually you will come to hate your game, it will shrivel your soul and you will wake up, drenched in sweat, having dreamed about that 1st level.. yet... again :)
 

More Fun To Compute

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Nov 18, 2008
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Learning how to make games is only a small part of the journey.

You have to learn how to market your games.

Find out what channels actually work for promoting indie games. Sell yourself to the people who work on those channels. Suck up to them, help them do their jobs for free. Find out what sort of games they are desperate to promote and what their audience wants.

It's not enough to make your dream game and hope people catch on. You have to whore yourself out.
 

Reyold

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Jun 18, 2012
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IndieForever said:
As an indie developer myself I think you're making the right start by running with Unity. It supports a variety of languages but you can effectively code in javascript (albeit with Unity's spin on it). This makes it very easy to jump in with relatively little research, although you will have to do your homework when it comes to complex ideas/creations.
So... what if you're totally new to programing or coding? Can the tutorials you mentioned help with that, is there a better place to learn about that in particular?
 

Baldr

The Noble
Jan 6, 2010
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Make games with tools you feel comfortable with. Don't let people tell you a piece of software is inferior. Be realistic, most independent games that are good come from people who've worked in the industry or created several games before their hit.

Go to school for game development, there are somethings you can't learn on your own or would take a long time. It more for networking with people, I have huge list of contacts who been in my shoes and know what may be the problem and I can help others, but they come back to me and say, "I also found out this..."

If you can't attend a program for regional or financial reasons, books are a great resource. Especially in design. You can find a lot tutorials for software online, but design books just have these bits of knowledge nuggets that just can't be found online.

Don't be discouraged, my first 3 months on the app store, my game didn't break 30 downloads. I thought it was a total failure, but things picked up and almost a year later I have close to 10,000 downloads.

Keep working on your game, I started designing my game I am about to release for Win Phone back in the summer of 2009. I keep pushing it and working on it. The original version was crappy looking, but it had a great concept. I'm very happy with it now. Just got to make sure all the bugs are out before it big public release.
 

Jmp_man

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Apr 24, 2011
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Why don't you check out some of the resources on this list:
http://www.pixelprospector.com/indie-resources/
PP has a lot of good things for Indie game devs.

Also check out TIGSource (If you haven't already)
http://www.tigsource.com

While you're at it check out this site also:
http://www.lostgarden.com/
It's a nice blog that focuses on game design theory.

I'm no game creator, but the best advice I can give to you is to have fun with it. Also don't be an ass people will respect you more if you listen and you're polite. Take criticism both good and bad in stride. (Don't obsess over your game as being your "Baby" and get pouty about it... we just want you to succeed.)

Finally as a bonus:
http://www.kloonigames.com/blog/postmortems/slimy-pete

PS: I know one of the above posts mentioned Extra Credits on Penny Arcade. You should check those guys out also. You might learn some interesting information.

Edit: PPS: Check out Stencyl as a design tool... might come in handy if you're looking to start off with a light flash/iOS game.
http://www.stencyl.com/

Edit2: Ya know? I dodn't expect to come back an update this. This is really more for the people viewing the thread, cause I'm sure you know this one also:
http://www.gamasutra.com/
 

Weaver

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Apr 28, 2008
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Accept right now that your first game just probably won't be very good.

I know it's cynical, but if you're learning to draw your first painting isn't going to be going into a gallery unless you're a lucky savant. Making peace with this, and still having the drive to do it, is the difference between you still making games a few years from now or not.
 

IndieForever

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Jul 4, 2011
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Reyold said:
So... what if you're totally new to programing or coding? Can the tutorials you mentioned help with that, is there a better place to learn about that in particular?
Those tutorials are vast, and combine a huge amount of video tuition with other resources and exams - they take you from zero to hero if you follow them all, take your time and put the effort in. They assume zero knowledge of programming and teach you all the fundamentals of javascript/Unityscript to get you started. Once you have finished those, Unity themselves have a huge knowledge-base you can tap, as well as very active forums.

To finish the Walker Boys study program will probably take you about two to three months, part-time, at the end of which you'll be well placed to start your own creation.

Unity can be coded using Unityscript, C# and Boo with Unityscript being by by far the simplest to learn for a beginner.

AC10 said:
Accept right now that your first game just probably won't be very good.

I know it's cynical, but if you're learning to draw your first painting isn't going to be going into a gallery unless you're a lucky savant. Making peace with this, and still having the drive to do it, is the difference between you still making games a few years from now or not.
This is very true and contains the best nugget of wisdom posted so far! :)