Dev. Diary №1: A (not really) long way to release

Published November 05, 2019
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It all started with an idea.

In mid-may i was in Istanbull on my vacation. Great people, architecture, food - nice place to spend a week doing nothing. Every evening I came to my apartment, fell into bed and read. That time it was George R. R. Martin's «A Song of Ice and Fire». Actually i read it before but it felt good to refresh memories after GoT series. And then the idea come.

«Yeah, i could make Castle Black's simulator, but in the.... desert!» - strikes me. I got my iphone and put down some notes.

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Since then i couldn't wait to went back home, to start prototyping. It will be useful to say that i didn't have real gamedev exp. that time. Sweet summer child.

 

Hard work means nothing without hard planning.

I spent all of June at work. There was a jam for devs-beginners (perfect for me) on a big russian website and i tried to make gamebuild on time. As any jam that one had had some specific rulles, mostly ignored by me, because i was fully focused on playable demo. There were a lot of teams sharing there concepts, ideas, even demos and me. Solodeveloper. It seemed strange to me to show to anyone my unfinished project. Sweet summer child.

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First gameplay screenshot!

June came to an end and my work as well. I was full of hopes, community reacted positively, deadlines were respected. I had puted my build on a contest list and... it's gone. The problem was with specific rulles i talked about. And my game just didn't fit in. Sweet summer child. I felt sad and angry. But it was good lesson for me to start to think ahead. I wanted to make game so hard that i didn't see anything around me. There is no good work without good planning. It's bad that I didn't catch it with the first time.

It turned out to be extremelly hard to combine full-time work / real life with part-time development. But it was only the beginning.

BIGHARDSUN STEAM PAGE

 

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