Software and game development/programming topic

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kirbymuncher posted...
Try out option 5: make a game in SOME of your free time, finish it in a month or so, and then if you like how it turned out make a sequel / extra levels / etc and if you don't like how it turned out then make something entirely different. And yes, this implies the game is small. if you take 10 years to finish your game you will never finish anything, you won't even remember what you were trying to make
I mean, Ive made practice games that I spent a bunch of time on. But at a certain point you want to make the game you want to make

Trumble posted...
I don't really feel all that comfortable using ripped assets personally (including free ones), unless it's for a fangame / clone of an existing IP. Sound effects are somewhat a special case for practicality reasons, but artwork it just feels like I'm being lazy.

I'd rather use poor quality placeholders, and if I ever get a project nearing the point I could consider actually selling it, I'd look into hirig an artist at that point. Or perhaps at that point make the effort to make good stuff.

That's just me though, and I know a lot of devs couldn't care less about this point as long as it fits.
Yeah Id rather make something thats mine even if its crummy
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