3 ms·
Yet some small developers have managed to build visually stunning games, like Brigadier. Enter The Gungeon, Stardew Valley, Dungeons Of The Endless, were all de
by billfruit 7y ago
Yet some small developers have managed to build visually stunning games, like Brigadier. Enter The Gungeon, Stardew Valley, Dungeons Of The Endless, were all developed by very small teams.
- billfruit 7y agoI forgot to mention Prison Architect which takes the cake. At a first glance it look like horrendous programmer-art, but soon it dawns that it is all fully animated and it is just a joy to watch a prison humming along, with every character doing their thing.
- scotty79 7y agoIt is still horrendous. You are just getting positive associacions with it. Same way if you delve deep into Exile you think "OMG A Dragon! How huge!" not "damn, that's ugly bunch of pixels"
- SkyBelow 7y agoI think it is partially a skill set issue. I can appreciate good pixel art but I am at a total loss for how to create it, which has been a major reason I haven't making my own game (and pixel art packs are each too small and feel too distinct to be able to mix). Some people just go with the graphics they can do, don't care about looks, and focus on making the games good in other ways. It probably prevents them from being as massive a hit, but that is likely a better place to be than where I am, still too unsure to get off the ground level and actually make something.
- AnIdiotOnTheNet 7y ago> (and pixel art packs are each too small and feel too distinct to be able to mix). Hard to disagree with that. I have a few from Humble bundles and can't even use them in prototypes. They're just a grab bag of junk.
- SkyBelow 7y agoThey had such a bundle a week ago and I was kinda left wondering who would make use of such a pack. To have the skills to integrate such a pack would imply having enough skills to not have use for such a pack. Maybe for slightly better placeholder art for a game before they are ready to invest in an art upgrade?
- Majromax 7y ago> Yet some small developers have managed to build visually stunning games, That's Voegl's point 3. There, he admits he probably could develop a more impressive-looking single game, but doing so would make him dependent on the freelancer responsible for the art style (risky) or on paying much more for other art to match the style (expensive).
- eropple 7y agoAt least one of those games--Brigadier--failed so hard that the team fell apart. The others don't take into account that for every one of those successes there are ten or twenty failures. JV isn't trying to be a runaway success, he's trying to not be a failure. I don't quite get why that's so hard for folks here to parse.
- ben509 7y agoIt's hard to grok until you've gone into business for yourself.
- nimblegorilla 7y ago> all developed by very small teams. Key here is "teams". It's really hard for one person to bring all of those skills to the table.
- billfruit 7y agoI meant Brigador there.