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midge

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Show HN: I solo developed an action-roguelite and launched it today

store.steampowered.com
16 ポイント·投稿者 midge·3 年前·7 コメント

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midge
·3 年前·議論
I think just the sustained effort it took to finish it. It took me a really long time to finish and that can be a little demoralizing. A year ago I probably thought I was almost done, I had no idea I had a year left.

I think I'll be a lot more efficient on my next project because I learned a lot, I'd also probably also do a smaller scope game. It was tempting to go back and rewrite a lot of my earlier mistakes, but if the code was working and not causing new problems, sometimes I just kept it. My goal was shipping a game, not perfect code.

Going through the process of getting a game on steam was a great learning process. Now that I know how to do it I won't hesitate much on the next one. I'd probably share and playtest my game much earlier for feedback.

Thanks for checking it out!
midge
·3 年前·議論
No control rebinding yet, working on it!
midge
·3 年前·議論
I made the game in Unity/C#. I started using paint.net but later switched to aseprite for pixel art, esp animations. Audacity for audio editing. Davinci Resolve for the trailer. So mostly free programs, I think Aseprite is paid.
midge
·3 年前·議論
Thank you! This took me long time. Roughly 2.5 years. I started slow and part time, working on it once in a while. Then I eventually decided to work on it every day, just do something every day. I realized progress was too slow and I set daily commit goals. Towards the end of the project it was close to full time.

I made a lot of implementation mistakes early on which I think slowed me down. But I learned a lot. The process of getting a game on steam, running a playtest. It was a great learning project. I want to continue making games, but I think I'm going to try for much smaller scope on the next one. I'm going to continue supporting this one for a while and adding some more content, and some of the nice to haves I didn't have on launch day.