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Thanks Bill :) I can relate to the first thing you mentioned, and I never really took action. Layoff was thrust upon me, with the privilege of a severance, and
by newobj 2y ago
Thanks Bill :)
I can relate to the first thing you mentioned, and I never really took action. Layoff was thrust upon me, with the privilege of a severance, and I had been working for decades, so I figured "why not try now?" I'm not sure if I ever would have been brave enough to proactively try, but that's just me. Video games in particular are brutal, economically, and not something I would ever recommend someone take a risk on in hopes of a payday.
Regarding art: don't get distracted by art. The original prototype of Ballionaire was made using Twemoji -- you can see a video of it here: https://www.youtube.com/watch?v=CwIwcGewZME https://www.youtube.com/watch?v=CwIwcGewZME Later I switched from Twemoji to images sourced from https://www.flaticon.com/ https://www.flaticon.com/ When I signed a publisher, I was lucky enough for them to hook me up with an in-house artist. I knew the style I wanted (the style you see in the game) and luckily the artist Hanja absolutely nailed it.
I would recommend avoiding art as long as possible if it's not your strength. You will go much further on making something feel really fun then making art that's one click above terrible. If you get traction, the art can come later. For future prototypes I am working on straight up text mode (or near to it, in like stock Godot UI) right now.
- billconan 2y agoThank you for the helpful tips! How do you gain traction or test an early prototype? Is finding a publisher more like job hunting (where there is a standard application process) or pitching to a VC (where you need to be social and build up connections)?