Indie Games - Fast, Cheap and Everywhere 279
bios10h writes "MSNBC has an article about indie game developers and their businesses. 'INDEPENDENT COMPUTER GAMING: It's not always pretty, but ask any one in the biz and they'll say that it represents the purest form of game development. And sometimes the cheapest.' Interesting read about the indie games scene... maybe we have indie developers in the Slashdot crowd that would like to comment on this."
I am an indie developer (Score:5, Funny)
A good Indie MMOG: Rubies Of Eventide [rubiesofeventide.com]. I have only heard good things about Rubies'.
Personally, I have an Indie game of my own invention. Although it doesn't take much thought, it does demand agility when using both a mouse and a keyboard with one hand at the same time. It's basic premise has to do with three open browser windows, the web site images.google.com, the text strings "angelina jolie" - "salma hayek" - "britney spears", a scroll mouse, and a big wad of tissue.
My girlfriend is not very fond of the game, and adamantly refuses to play along with me. I even offerred to let her use the joy stick instead of the keyboard.
Re:I am an indie developer (Score:2)
Re:I am an indie developer (Score:5, Funny)
Re:I am an indie developer (Score:3, Funny)
Re:I am an indie developer (Score:2)
Re:I am an indie developer (Score:2)
Re:I am an indie developer (Score:5, Funny)
I guess this is another way of looking at a 'first-person shooter'.
Re:I am an indie developer (Score:5, Funny)
(As an aside, you might also be interested in the enhanced [netscape.com] version of this game.)
Re:I am an indie developer (Score:2)
Re:I am an indie developer (Score:2, Insightful)
Comment removed (Score:5, Interesting)
Re:Open Source games, and Gathering Artists (Score:2, Insightful)
Quit looking on the Internet, no good artist will post his/her work there just so it could be taken by hundred's of people to be claimed as their own.
Check your local Art School, as an Artist (part-time) I can say chance's are it teaches 3d modeling and compositing so there you will be able to find people who not only have the knowledge of what you are looking for but also are looking for a way to advertise that they have that knowledge. An artist just starting out will
Re:Open Source games, and Gathering Artists (Score:5, Informative)
Bull [cgtalk.com] shit [cgtalk.com].
Re:Open Source games, and Gathering Artists (Score:2)
I've personally watched people attempt this twice, and in niether time it worked. Art is distinctive. In both cases I've seen attempts like this, the idiot trying to pass it as his found himself under an unusual amount of scrunity. Either the work was too well known, or his presentation of it was just too fishy.
One case involved a mesh of Deep Space Nine. Not only did people reco
MUDs (Score:2, Insightful)
You can make great, fun, and interesting games without artists! Those games are called MUDs and Interactive Fiction.
Most MUDs are indie and free. Many are even open source and kept alive and going by one or two developers and a handful of loyal players.
Over the past decade, the player base for MUDs and IF have been whittled away by first-person shooters, Diablo, and now games like Everquest. But MUDs and IF are still alive and kicking. A lot of them are more creative and groundbreaking than any commerc
Re:MUDs (Score:2)
Re:Open Source games, and Gathering Artists (Score:2)
Um, post on Slashdot and get modded up to +5 Interesting?
I'll direct my graphic artist friends to your site. Good luck. I hope you don't mind if it ends up looking like something out of Farscape...
Re:Open Source games, and Gathering Artists (Score:3, Interesting)
related link: http://www.dailytelefrag.com/index.php [dailytelefrag.com] (English version of the web-site, Russian version of which [www.dtf.ru] has a sub-site [www.dtf.ru] for professional developers).
Re:Open Source games, and Gathering Artists (Score:2)
It's hard. Money's often a good motivator. But if that's not possible, try appealing to artists that are earlier in their learning process. Give them a chance to shine. I went from this [reflectionsoldiers.com] to this [reflectionsoldiers.com] in about a year. (note: the second image is of a work in progress, that's why he has no arms.)
Pretty phenomenal leap, dontcha think?
Ferion hasn't paid me, nor was there any condition to. The
Re:Open Source games, and Gathering Artists (Score:2)
The reason is this: they have freedom. The artists working in those projects are doing what they want. The coder tries to work with the content they've created. Why? Art is not like coding - coding is an interesting challenge no matter what you're implementing. Art is not - if its not something you can do in your personal style, its terminally dull.
My best suggestion is make a devki
He's almost right... (Score:5, Interesting)
Go closed source.
Raise some capital.
And pay the devs.
He's ALMOST right on that. Part of what most of the artists who WILL work on you project look at is what the likelyhood that they get some sort of return on thier investment (time = money). I'm not saying that there aren't any artists who will work on a free - just damned few. And most that I do know are doing it to get a leg up in game development - build thier portfolio, etc.
If you've got a project that's up to the point of beta, you'll find it much easier to get artists on board. Also, go make an account at GarageGames [garagegames.com], and watch for artists lookin' for a freebie project to work on in thier free time, or people who just quit a project and are lookin' for something else to work on (watch the .plan files.)
Comment removed (Score:4, Interesting)
SHHHHHhhhh.....! (Score:4, Funny)
Hrmm.. You aren't by chance the say Davis Ray Sickmon who used for work on the Freedows/AllOS project, are you?
[Peforms Jedi Mind Trick, waving hand]This is not the Davis you are looking for. I never worked on Freedows or AllOs. Move along.
Yeah, same guy. Don't mention that again. ;-)
In any event, what's the difference? Why is it people will code on Open Source projects, but not do 3d work? I guess I come at this from a bad perspective, but I really don't understand the difference.
Well, you make the assumption that people do code on Open Source projects. Many of them totally flop for lots of reasons (go cruse SourceForge looking for inactive projects. There are LOTS.) It really all depends on how many people feel the need to scratch that particular 'itch'. Since you mention Freedows and AllOS, it's amazing how many people involved were more interested in artistic pursuits (making webpages, etc.) than doing coding. There was only a core set of developers who were interested.
Artist on the other hand work totally different. And most of them that seem to have the skills to do the job are doing it commercially already (part of the Trajectory Zone team I have are commercial artists working for a percentage of profits. Thank god - no more "programmer art" ;-) , and those that don't are often not worth having on the team, haven't learned focus, etc. It's very very strange how most of the graphic arts for games that I met work. Totally different mentality than the programmers on the same project. I have a hard time relating some days ;-)
And that's another issue...! (Score:4, Informative)
It apparently runs on just about anything: Mac >=10.1, Windows >=98, and a bunch of x86 Linux distros.
No kidding - I love Marble Blast Gold (however, I got it for free - but had already planned on buying it after playing the demo.)
One of the trends with the games offered at GarageGames [garagegames.com] is they are CROSS PLATFORM!!! That may not sound real exciting, but, I own Orbz 2.0 and Marble Blast Gold. I own a PC and a Mac (I love my PowerBook. Er... my WIFE'S PowerBook.) If I ever switch over to Mac completely, I don't have to re-buy the game, or give up the game - just download the Mac version. It's hard to get publishers interested in a cross platform game these days - Indies WANT crossplatform, since the Mac market may be smaller, but less cluttered (and same for Linux).
Re:And that's another issue...! (Score:4, Interesting)
Re:And that's another issue...! (Score:3, Interesting)
Why is it that free tools/libraries for game development are usually(often) cross platform, but commercial ones aren't? This puzzles me.
Ya know... I've often wondered that myself. I suppose part of it could be attributed to support costs for the libraries & tools on other platforms is viewed as higher, but I think part of that is bull. Total friggin' mystery to me. I use Torque with VC++ on Windows most of the time, partialy because most of the content development tools I need are on there. I'd
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Sites? (Score:2, Interesting)
Re:Sites? (Score:2, Informative)
www.DIYGames.com [http] - Best spot indie gaming news.
www.GameTunnel.com [http] - Lots of indie game reviews.
Re:Sites? (Score:2)
But it's still a bargain.
Well, how about answering the question? (Score:5, Interesting)
Hands down, www.garagegames.com. They're selling the Torque game engine (of Tribes 2 fame) for developers for a measly $100. Great community there too
Well, that's nice and all, but it's not the question he asked. He asked about review sites for independant games. That's a project I've been working on as a side line (a nice community oriented freeware / indie game site) but haven't completed. One of them I would recommend is Indie Games [indie-games.com]. Not a great site, but fits what you are lookin' for. Also check a lot of the shareware games sites - pretty much Shareware Game Author or Freeware Game Author = Indie Game Author.
r they worth playing (Score:3, Insightful)
Re:r they worth playing (Score:2)
I own both "Strange Adventures In Infinite Space", by Cheapass Games, and "Moonbase Commander", by Humongous Entertainment/Infogrames.
SAIS is a great, addictive game with short play times- a regular game doesn't last more than ten minutes, but then you just fire up another one immediately. It looks like a little like Star Control 2, with about the same graphic level, but it's different in both implementation and intent. There's a free demo here [digital-eel.com] that will give you a good idea of the game.
Moonbase Comma
Where do I start? (Score:3, Interesting)
Re:Where do I start? (Score:5, Informative)
Don't forget to check out useful websites like NeHe's OpenGL page (here [gamedev.net]) or GameDev.net. There are literally tons of resources out there for someone looking to get into indie game development.
Re:Where do I start? (Score:5, Informative)
For those looking for more cross platorm options, there are these:
I don't really have a favorite of these, they all have some really attractive features.
It still seems picking up an opengl book and doing it yourself is the best way to go in the long run. Other options are taking older games with released source (Doom, Marathon, Quake 1 and 2) and using that engine. Again, learning curve will be high though.
Re:Where do I start? (Score:2)
I think indie game developers have the best potential to expand gaming to cross-platform markets
Oh, that depends... (Score:4, Insightful)
It still seems picking up an opengl book and doing it yourself is the best way to go in the long run.
Oh that depends on if you want to concentrate on game development part time for the next 18 months, or on engine develpment part time for the next 12 months, THEN start game development. Engine development and game development are two different beasts really - the overlap in some areas, but, game development concentrates on issues like gameplay, content, etc., while engine development concentrates on things like speed, graphical optimisation, etc.
My opinion to ANYONE who's looking at starting into the Indie field, get a free engine or buy an engine (see a couple o' edorsements for my favorite elsewhere in these threads) and use it. Indie Game Development is rarely someone's fulltime job, so why spend the time re-inventing the wheel? Spend the time developing games.
(On the flip side of that, there's always the issue that you know the engine like the back of your hand if you developed it yourself. I purchased the Torque engine, and it's something like 250K lines of code. I'm surprised how well I know certain parts of the engine, because I decided I just wanted to make a 'quick tweak' on something, like adding particle system LoD, and ended up pretty much knowing it by heart now. So this is kind of a non-issue - get to know the parts of the code you WANT or NEED to know about, and ignore the other stuff. Just be sure to start with a fairly stable and secure engine before thinking this way ;-)
Re:Oh, that depends... (Score:2)
How do you find the torque engine in terms of flexibility, speed, and ease of use? I'd really like to try it out but I'm not sure if I want to spend a $100/developer licensing fee at this time
Quick Torque review (Score:3, Interesting)
How do you find the torque engine in terms of flexibility, speed, and ease of use? I'd really like to try it out but I'm not sure if I want to spend a $100/developer licensing fee at this time ... (I have 3 developers, and not $300, haha). But if it's powerful, and will save some time on the development of our in-house engine that we're working on, I might drop a hundred bucks for myself.
Well... I fucking LOVE it. Seriously. The built in scripting language (TorqueScript) is pretty powerful for stuff th
There's a couple (Score:3, Informative)
There's a couple to choose from, but for free engines, IMHO, your best best is Crystal Space 3D [sourceforge.net]. PlaneyShift made use of it successfully - it's pretty good.
However, my tool of choice is Torque [garagegames.com] which isn't free - it's $100, and you get the source code for it. Damned flexible, and one hell of a community behind it. Go cruse the forums (same site, under Make Games) and check it out. And take a look at the screenshots. I'm currently using it on Trajectory Zone [trajectoryzone.com] (Mm.... why bother with the link - still no d
Re:Where do I start? (Score:5, Insightful)
Good point (Score:2)
Someone oughta' mod that guy up! 3D != great game, 2D != crap game. There's a lot that can still be done with 2D. All of my crappy little puzzle games (that I make money off of) are 2D games. People are still making good 2D games to this day - IMHO, one of the best games out there is MetalSlug X, a 2D platform / shooter. Cool part about 2D games is they run on much lesser hardware requirements (most of the time) and don't require nearly the effort to create a game engine ('specially something cross pla
Purest form? (Score:5, Insightful)
Re: What makes it pure (Score:2, Insightful)
Re:Purest form? (Score:2, Insightful)
That's how i understood the remark.
Re:Purest form? (Score:2)
Re:Purest form? (Score:2)
Great Stuff. (Score:4, Interesting)
Nethack (Score:2)
my favorite game? (Score:2, Funny)
They're Great (Score:4, Informative)
There are some problems with Indie games however, the biggest would have to be support. Alot of these games are struggling to stay alive, and to do so they need to either be pay to play, have a large number of donations, or just simply have a ton of advertisements.
Indie = Freedom (Score:5, Interesting)
The ideas portrayed in many indie games, although not blockbusters, are normally fun to play, small in size and are fairly inexpensive. With my company I have the freedom to code in whatever OS's I want, so my companies next game will be released for Linux/Windows at the same time, absolutely no code changes, literally. Most companies don't give that sort of freedom, where indie projects do!
Re: Indie = Freedom - no code changes? (Score:2)
Re: Indie = Freedom - no code changes? (Score:2)
The API works in many os's (Linux, Windows, MacOS/X, FreeBSD, and more). In Visual C++ we use the regular project workspace and in Linux I use a small shell script to compile the engine. Check out SDL (www.libsdl.org).
Re: Indie = Freedom - no code changes? (Score:2)
It's possible (Score:2)
The same code works natively on both Windows and Linux without changes? Unless its in pure Java or text based (even then), i find that hard to believe
It's entirely possible. If he started out with a crossplatform engine, then there's no extra work to support other platforms. That's why I personally like licensing other people's work (Torque in my case, but there are pleanty of others that can do it). From MY point of view, I just copy it over to the Mac, and hit compile. Big deal - unless I break th
Is it me or did he just insult everyone? (Score:2)
I mean seriously, that certainly sounds like a MAJOR INSULT to me, luckily he (Nixon), was not talking about me.
No soul to indie games (Score:5, Interesting)
Imagine if the independent music scene were like this. All indie bands would be scrambling to record cover versions of small set songs from bands from the early 1980s. And they'd be defending that practice by claiming that there are only a handful of good songs out there, so why write a new one?
Re:No soul to indie games (Score:5, Informative)
Re:No soul to indie games (Score:3, Funny)
Re:No soul to indie games (Score:2, Informative)
There is a very interesting game I personally enjoy by Chronic Logic [chroniclogic.com] called Triptych [chroniclogic.com] that is quite innovative in my opinion. Kind of like bubble-popping Tetris, but with physics thrown in. They also have a popular bridge-building game called Pontifex II [chroniclogic.com] that you might find interesting. Definitely different than most indie games.
And of course there are the games at GarageGames [garagegames.com], including our [21-6.com] title Orbz [garagegames.com] - oh yeah, plugging away
cool, a /. thread especially for plugging games :) (Score:5, Interesting)
Then again, given how many indie games make the big time, maybe I'm just smart. :)
In any case, my web game, Carnage Blender [carnageblender.com] has a small (I've made enough back to cover hardware costs and the odd pizza) but loyal following. It's primarily a clickfest but, I think, an entertaining one. There's far more depth to the strategic choices than is initially obvious, particularly when you start to get to the high-level spells.
We probably have one of the highest overall IQs of gaming communities that you'll find, because the admins actively discourage idiots. (As opposed to newbies, who are welcome.) Unfortunately, a lot of idiots have credit cards. Guess you can't have everything... :-)
Wheww... (Score:5, Funny)
For a minute there, I thought we were outsourcing game programming to India.
Re:Wheww... (Score:3, Funny)
Re:Wheww... (Score:3, Funny)
Krishna laser disc attack!
skye
Re:Wheww... (Score:2)
Re:Wheww... (Score:3, Funny)
Let's not forget... (Score:5, Interesting)
Try a good one at hypercube.org:9000 [hypercube.org], or many others at www.mudconnector.com [mudconnector.com].
Moonpod games (Score:3, Interesting)
It's sort of an evolution of Raptor by Apogee -- have ship, buy upgrades -- but adds research for better upgrades and a lot of exploration. And the game just oozes style and polish. Highly recommended.
--Jeremy
Re:Moonpod games (Score:2)
(Also -- in response to a different post) I found the link on PA, too. First banner ad that's ever worked on me.
--Jeremy
My Two Cents... Blockwars.com (Score:3, Interesting)
I find it is a lot of fun to write something just for the sake of doing it and letting people play. It's quite rewarding to get E-Mails from people who enjoy playing what you've done.
For those of you who liked Tetris I've got a multiplayer competitive version up and running at Blockwars [blockwars.com]. No ads or popups or any of that nonsense...
Blockwars isn't my end goal though... it's a testbed for the multiuser code I intend to use on more creative projects. So if you hit a bug, I'd love to know! :)
Blockwars [blockwars.com]: a real-time, multiplayer game similar to Tetris.
It's not jsut computer gaming... (Score:3, Informative)
While we primarily focus on playing euro-based board games, we've test played quite a few games that individuals have come up with. We play, think about what happened, then come up with suggestions on how the game can be better.
True, sometimes the games are knock-offs of others with little twists (We had a game called Feregi that was based on the German bidding game Kohle, Kie$ & Knete [webnoir.com]), but more often, the games were true originals.
It takes some thought to make a game. it takes a lot of thought to make a good game.
Only Indy until your successful! (Score:5, Informative)
Outside of the handheld ( PalmOS, PocketPC ) markets, or cell phones... many indy games are either crap... or sales pitches to publishers! Im not saying all... there are probrably dozens of exceptions, but on the whole this remains true. Its funny though, when you look at "past" indy games...
HomeWorld
Doom
FlashPoint
Really... by definition, an indy game is self financed, without a publisher in site. Its funny that that moment you have success in the indy market, you tend to get picked up by a publisher... then your no longer indy!
For anyone really interested in learning more, check out:
Garage Games [garagegames.com] Misc resources, plus a licensable engine
FlipCode [flipcode.com] Great gaming related site
Gamedev.net [gamedev.net] Like flipcode, but less mature ( you'll see! )
Gamasutra [gamasutra.com] The site for game developers! Must see
CrystalSpace [sourceforge.net] LGPL 3d Engine. Very impressive
WildTangent [wildtangent.com] Cheap game engine (web based), plus online publishing
Auran Jet [auran.com] Affordable 3d engine, flexible licensing
OpenGl [opengl.org] The site for OpenGL info. Lots of useful links
From the above list, you should easily be able to find anything else your looking for!
Re:Only Indy until your successful! (Score:2)
I have started The Bringer of Light: The Quest (Score:2, Troll)
Indie games are the best :) (Score:2)
A few fun games (Score:2)
Soldat [cyberion.pl] is great multiplayer fun
What about RollerCoasterTycoon (Score:2, Interesting)
my indie game experience (Score:2)
Further more, the net is a perfect place to develop a game, you can find all sorts of talent if you know where to look. Hell, 2 of our team members work in the game industry.
Indie games have the fre
my indie game (Score:2)
I happen to fall pretty close to the one-man shop, with the only other person being a friend who does the graphics. I've only been in business for 8 months, but things have been getting better and better as time goes by and my game improves.
If you are interested in the real numbers then I can say that in the month of July I sold 32 copies. Not enough to make it my full-time job, but I still hold out that it co
Minimal Graphics (Score:2)
Been workin
Mutant Storm, Ricochet et al. (Score:2)
I'm working on a solo project, mostly for fun... (Score:4, Informative)
One bummer is, being only one guy, I won't be able to get anything to market in less than a year or two, and I can't afford too fast a computer, so my graphics will be targeted at lower-end machines, like, say, a 500Mhz Celeron. So, my game will *look* like an older game in a sense, and won't be as flash as the crop of games it would normally be competing against. But I don't think that's a bad thing. Let the big shops have the high end. I think there's room at the lower end for guys like me. Not everyone has a P-IV, right?
As far as my game goes, it'll be a third-person shooter with first person controls and modest but smooth graphics. I don't want to give away too much, but I think it'll really appeal to this crowd. It's very high-tech oriented. I figure, maybe, 2005 sometime. My business model is: I'm going to release the game engine itself, with development tools, open source for Linux, Windows, and FreeBSD so that anyone who is into this stuff can create their own game using the tools. I'm looking at using Crystal Space or Ogre as a base, and building my system as a game-engine layer on top of their graphics engine. So, if you want to play the game, you download a bundle with the game engine and a compatible build of one of the graphics engines, for free. But, then, you pay for the actual levels and mods. Every couple of months, I come out with a new set of levels and mods, which you can pick up for like, twenty bucks. You can't steal my *story*, because it's like a novel, right? But you can write your *own* story using my tools, and jump into the market right alongside me. Isn't that a neat idea? I figure, the more people create cool, weird little games, the more there are for me to play. That's GOT to be a Good Thing, right?
And, since I just posted it, and it's now in the public domain, it can't be patented (this post is a prior-art description of the concept, 8/1/2003 5:29PM).
WOW an On-topic chance to plug my OSS project. (Score:3, Insightful)
My Comments on such a venture, Unless you just really like to program and don't have any thing to code that is more worth while then don't start such a project. However, If you just want to flex your muscles, and understand that it will almost never be finished, or 'good enough' or profitable then go right ahead. Also keep in mind that there is a good chance that it will become one of those unfinished things that you will probably spend the rest of you days regreting that you still havn't finished it. You'll go through periods of fast developement where you code more every day, and there will be times when you won't touch it for months. God forbid should anyone actually want to play your game then you introduce new nightmares in terms of support and such.
Other than all these headaches it has been a very rewarding hobby for me.
Another overlooked benefit about being an Indie (Score:4, Informative)
Are you tired of seeing the best games only come out for Win32? Maybe you're a Linux user and have to dual-boot, just so you can play the greatest/latest game. Maybe you're a Mac user and you're just SOL (for the most part). The fact is, most commercial companies only want money, and lots of it, and money can be made on Win32. Even with a shitty game, if it can sell to just 1% of the market, can still pull a profit (unless it's one of those billion dollar all-graphics-no-game jobs). With Indie developers, there's no shareholders to satisfy. There's no board of directors mandating you use DirectX or whatever. You can target minority platforms if you choose, and with a reduced overhead (and pent up demand for a good game), can actually find a market. I don't know if A Tale in the Desert is making a profit, but you know, the marketing (almost non-existing, word-of-mouth kinda thing), the packaging (download only? I've not seen a box) and the fact that it runs on Linux without WINE is truly revolutionary in many ways. While the game doesn't appear to be my cup of tea, I give them mad props for doing it and doing it on their terms. AFAICT, they didn't have to rush it out of the door to meet some projected sales targets. AFAIK the rollout was very smooth. It's nice to be able to produce quality. (Of course, someone's probably going to come along and say they're not an Indie company and were bankrolled by EA or something and completely crush my dreams..
Anyway, if I were under the pressure to produce mounds and mounds of money, you can bet I'd be a Win32 developer. However, I'm just a hobbyist/indie/wannabe, so guess what? I'm trying to do everything I can on Linux, because I can. No one is there to say I can't. YOu know what? I'm even using Java! Take that! (see www.lwjgl.org). See, I'm not stuck in a shop that says I have to use 3DStudio Max (I can't afford $6k, can you?). I use TheGimp because it works for what I do (although Photoshop + some KPT filters is better for a few things (the KPT Procedural Texture plugin is just.. nifty.. For the kind of stuff I require, that is). I can use Eclipse + Java + LWJGL, all on Linux, targetting Linux (of course, get the benefits of cross-platform, but that's secondary, eh?). What I'm getting at is, as an indie developer, you can call the shots! And I can even GPL the game, if I so desire! That's what's rewarding, to me, the ability to have control.
(Also note: I'm an independent musician (lack of talent?
Re:Another overlooked benefit about being an Indie (Score:2)
For those of you who might wonder how I substitute TheGimp for 3DSMax, well, I don't. I got off-track (ahead of myself) and forgot to plug Blender (www.blender3d.com, I believe). Blender is also free software. Version 2.28 out now!
(and if you're wondering about models and what not, I don't necessarily do that.. I just render static images, process with TheGimp, and use those to "texture" quads, essentially using OpenGL for a 2D type game)
Vega Strike (Score:2, Redundant)
Vega Strike [sourceforge.net]
It's an open source 3d space flying/fighting game where you take missions or trade cargo to improve your ship. (quick description)
For the old-schoolers: It's like Wing Commander Privateer
For the n00bs: It's like Freelancer
Currently in development, but a lot of fun. It's interesting seeing a game evolve over the course of its development. One of the hardest things, I think, in making it available while its being worked on (even though its essential t
Re:Vega Strike (Score:2)
for the Uberl33t: It's like Elite
There you go!
Dark Unicorn Products (Score:3, Informative)
A lot of cool games here. Some are 100% Free too!
Yes, I'm a little biased as I wrote one of the games (FrostByte Freddie), however, since it doesn't cost you anything to try them, you have nothing to lose
Check it out!
Sometimes, it's the only option. (Score:3, Interesting)
IndieGamesCon '03 (Score:2)
Just an FYI to other Indie developers and people who are lookin' at getting into Indie game development. Oct 10th - 12th is this year's IndieGamesCon [indiegamescon.com] )but they haven't updated the website) in Eugene, OR, hosted by GarageGames. I was there last year as a speaker ("Can I Make Money As An Indie Developer?" co-presented with David "RM" Michael of Samu Games [samugames.com]) and will be there again this year as a speaker ("How to survive Indie Game Development" - again co-presenting with David). IGC rocks - it was a hell of
The Hardest Part of Being an Indie Game developer (Score:2)
My first bad year out I made the mistake of not fully investigating itv platform and thinking I could do games on that platform as it turns out not all the infrastructre is there to make it business wise..whereas I might get back in in 2005 ro 2006..
Whereas I worked at some startup project earlier this year to fund part of my dev in J2ME
Why the engine is the easiest part to write? (Score:4, Interesting)
Definite future (Score:2)
I'm going to go ahead and state the obvious: There's a definite future in indie games. We've soon come full circle and will have enough framework(s) in place that the indies can play again, really play.
I just heard that Reflexive/Black Isle had to remove the "Childkiller" trait (basically a visible flag that was set if you killed children) from the game Lionheart and make the children in the game immortal, or they couldn't get the rating they wanted. Crap like that is what's nice about doing it yourself,
Re:rendering engines? (Score:2, Informative)
Re:Another indie developer chimes in (Score:2)
Yes (Score:3, Informative)
Has anyone made money from getting donations, or by charging a small $5-10 fee for the homemade game?
From donations? Dunno about that. But charging small fees for games, well, I do pretty decently with that (when my website isn't carved up, like it is now ;-). I only sell puzzle games at the moment (however, I've got a massive 3D project that's getting close to completion) and I've made enough money that I've made my mortgage payments on it a few times. Not big money, but, it's more money in my pock
RMS can have my code when he prys it from my... (Score:2)
RMS can have my code when he prys it from my cold dead hands. I think that covers my opinion of open sourcing any of my games completely. I've got a whole spiel on this, and I'll break down and write an article on MidnightRyder.Com about it some day. BUT - don't take me as a non-Open Source supporter. I am a supporter. I just think there's not many ways to make enough money to, oh... pay my mortgage, important little things like that if I if make Free Software style licensed games.