4 ms·
I think a great example of this is Derek Yu's "Spelunky." He made a quick 'n dirty freeware version, which turned out to be massively popular, then remade a pol
by endemic 9y ago
I think a great example of this is Derek Yu's "Spelunky." He made a quick 'n dirty freeware version, which turned out to be massively popular, then remade a polished commercial version. It was easier for him to pitch the publisher since there was already a working, popular prototype.
- chii 9y ago>quick 'n dirty freeware version the freeware version wasn't "quick 'n dirty" at all - he spent a lot of time doing it (and tweaking/fiddling the random generation). Ditto with another game that may have been seen as a "quick 'n dirty" prototype - super meat boy (the flash version). These games had lots of time and effort spent polishing the mechanics/controls. That's not to say one shouldn't do quick 'n dirty prototypes, but don't put your own prototypes up against those above, and say it sucks - coz you probably didn't put as much time or effort in it as them!
- jwdunne 9y agoInterestingly, Tommy Refenes, which was written in C++, posted a write up that went over the process. What struck me is that he built a tool to export sprites from Flash because that's what the artist used. It shows an iterative development model, focusing on gameplay features step by step. The big take away "focus on making the character do something": http://www.gamasutra.com/blogs/TommyRefenes/20130107/184432/How_do_I_get_started_programming_games.php http://www.gamasutra.com/blogs/TommyRefenes/20130107/184432/...