- Using a pre-made engine: Unity
- Using middleware: Orkashi RPG Kit
- Using a unique art style
- Chose to do a relatively easier to develop game structure
- I decided to do a dungeon crawler, which I love, but also doesn't require as many unique art assets as an open world.
- Easier to be creative within constraints
- Finding ways to minimize animation
- First, animation is time-consuming.
- Second, it doesn't contribute as much to the world/gameplay for the time it takes to do as many other tasks that are faster.
- Using sprites instead of full 3D models
- Focusing on digital distribution
- Rather than focusing on finding a publisher or investors to fund a large scale physical distribution and advertising campaign, I'm going to try crowdfunding and releasing in a digital format.
- Developing with a harder heart
- If I cut features that are close to my heart when I see them taking too much development time, or that they're making it less fun, the game is that much more likely to succeed.
Wednesday, June 6, 2012
Ways of Minimizing Risk
Like I said before, there are many obstacles in the path of a single developer finishing and shipping a game. So I thought I'd do a post about what I'm doing to mitigate that risk.
Labels:
3D,
animation,
crawler,
crowdfunding,
development,
dungeon,
games,
hardcore,
kit,
man,
middleware,
models,
one,
one-man army,
Orkashi,
roleplaying,
roleplaying game,
RPG,
sprites,
Unity
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