4 ms·
My partner and I tried for 20 years starting around 1992-ish and released several games that all ended up being basically failures. The biggest thing is that Ap
by zackmorris 4y ago
My partner and I tried for 20 years starting around 1992-ish and released several games that all ended up being basically failures. The biggest thing is that Apple loves deprecation, so we found ourselves having to rewrite everything every 3 years or so, meaning it was all engine work and very little actual storytelling/art/plot/whatever. And it's not just us - the vast majority of the apps and games on my hard drive no longer run.
Personally, I don't endorse any vendor lock-in. If I ever make another game, it will target Steam and whatever Unity or the engine of choice cross-compiles to, maybe Oculus and a few others.
Also mobile ended up being a disaster on multiple fronts. I truly feel that software development lost its magic around the time that iOS and Android forced everyone to use Objective-C and Java. Which also undermined web development because vendors stopped solving actual problems in the browser and passed the buck to frameworks. Now we have the perception that stuff like Electron is somehow bad, which is like saying that higher education or any other quest for a better future is bad. The glorification of ignorance has passed the point of believability.
And yes, I'm a bit saddened that I spent the most productive programming years of my life chasing a dream that didn't pan out. But, I also feel that the world is waking up out of whatever this malaise we've been in is. There's arguably more opportunity to earn a living making software now than ever before.
Just remember that the next recession starts right when you finish your software project, so embrace that idea and build it anyway.