This is a diary of my first commercial game development, for your amusement, enlightenment, and perusal.
I’ve mysteriously gained some kind of reputation on the 'net for Knowing Stuff but without ever having actually produced anything. So here goes: and indy game. Looking for a publisher! If you’re interested, get hold of me: cprince@puppygames.net
Now, it has to be said there have been many aborted attempts before by myself to write a game. You want to know why 95% of the games being written don’t get published? It’s because they don’t bloody get finished, that’s why.
But there’s other reasons. Massive overambition is the main one after failure to finish the thing, and is usually the cause of not finishing it in the first place. XAP is the final boil-down to the simplest game I want to make. I can’t make a game much simpler than XAP. It’s kinda retro, really, but there’s quite a market for people who want retro-style games. Look at PomPom and Llamasoft.
If I can’t finish XAP by February I’ll… I’ll… take a bit longer over it.
Before you ask, I suspect that it will be available for Win32 and Linux as a binary download, and possibly as a Java download too for those who already have JRE1.4 installed. It’ll be temptingly cheap enough to be affordable and just expensive enough to assure you that it won’t be a big bag of shite. And there will be a 4-level demo to get you introduced to a few of the basic aliens and maybe one big boss.
My usual offer goes out to the artists amongst you: if you take care of the art for me, there’s 20% of the profits in it for you. If you can do sound, there’s 10% in it for you. Just send me a portfolio…
And now, on with the diary.
Cas