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10 years or so ago, when I was a game programmer, I used to have the same "I've got an idea for a game" problems. Most ideas were useless, some were poorly tho
by CJefferson 15y ago
10 years or so ago, when I was a game programmer, I used to have the same "I've got an idea for a game" problems.
Most ideas were useless, some were poorly thought out "Like X but Y", for example "Like Command and Conquer but set in space"; others were far too difficult to construct.
Then, I was told an idea for a great puzzle game. I decided the idea was so great I made the originator of the idea my wife ;)
- shasta 15y agoIs she comfortable with the fact that it was primarily an IP acquisition?
- boyter 15y agoI don't normally up-vote amusing comments but I really could not resist for this one. The most amusing comment I have read on hacker news so far and the only to really make me smile today. Thank you!
- shasta 15y agoThanks... I don't submit many longer posts since I've limited myself to checking news sites from my phone (for productivity reasons). So this one-liner generated about six months of Karma for me :)
- 0x12 15y agoI'd class this as a talent acquisition, the IP was obviously secondary.
- ido 15y agoWhich game was that? Was it successful?
- CJefferson 15y agoIt had a slight iPhone success. ~5,000 copies, never got very much publicity despite an average review of about 4.5, now taken down I'm afraid. I'm currently playing around doing a HTML (DOM, not 5) version. Unfortunately I don't have as much time as I'd like to play with such things on the side. Everyone who has played it agrees it's fun.
- aerique 15y agoWhy be so vague about which game it is?
- jamesgeck0 15y agoLimiting the scope of your idea helps a lot with execution. Kenta Cho blows me away with the crazy number of games he releases. He releases a new one every few days! [1] But if you look at his source code, it's very short and about 90% of it is reused each time. 1. http://wonderfl.net/user/ABA/codes http://wonderfl.net/user/ABA/codes The tower building game mechanic in World of Goo was the result of a similar rapid-prototyping exercise. Braid started out as a quick prototype, too. Having lots of ideas isn't bad; you just need a way to spew things into a playable state quickly so you can filter out the chaff.
- CJefferson 15y agoThis talk by Jonathan Blow (author of Braid) has totally changed how I think about writing games, and certainly since I listened to it I've got much closer to finishing any of my personal projects than I have in years, hopefully will release something soon (I believe that games are one of the few areas where 'release quick, release often' is a bad idea, although I seem to be getting proved wrong by minecraft). http://the-witness.net/news/2011/06/how-to-program-independent-games/ http://the-witness.net/news/2011/06/how-to-program-independe...
- glimcat 15y agoMinecraft is one of those games which is, first and foremost, a bucket of legos.
- deleted 15y ago[deleted]
- adrianN 15y ago"Like Command and Conquer but set in space" You mean Star Craft?
- atomicdog 15y ago>Like Command and Conquer but set in space Yeah, that kind of game could never become popular, right? ;)