What Nobody Tells You About Being a Game Dev 181
An anonymous reader writes "Alex Norton is the man behind Malevolence: The Sword of Ahkranox, an upcoming indie action-RPG. What makes Malevolence interesting is that it's infinite. It uses procedural generation to create a world that's actually endless. Norton jumped into this project without having worked at any big gaming studios, and in this article he shares what he's learned as an independent game developer. Quoting: "A large, loud portion of the public will openly hate you regardless of what you do. Learn to live with it. No-one will ever take your project as seriously as you, or fully realize what you're going through. ... The odds of you making money out of it are slim. If you want to succeed, you'll likely have to sell out. Just how MUCH you sell out is up to you.' He also suggests new game devs avoid RPGs for their first titles, making a thorough plan before you begin (i.e. game concepts explained well enough that a non-gamer could understand), and considering carefully whether the game will benefit from a public development process."
Re:Infinite (Score:5, Funny)
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Re:" If you want to succeed..." (Score:4, Funny)
" If you want to succeed, you'll likely have to sell out." I'm fine with that. What are the steps required to sell out? Count me in.
Seriously. I don't live in mom's basement, I've got a mortgage to pay. Where is the line to "sell out"? Are they playing Green Day in the background?
Re:Wait... (Score:5, Funny)
People do, that's why no-one tells you it.
Re:Randomly generated terrain... (Score:4, Funny)
Not true, terain in nethack looks simply awesome!
incorect header (Score:3, Funny)
Re:Um,,, (Score:5, Funny)
I was going to post "And it should have mentioned Daggerfall!" but then I did a search to check whether Daggerfall really was procedurally generated, and the 3rd result of the search turned out to be TFA...
Re:Wait... (Score:3, Funny)