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I'd recommend you go for quality over quantity. Make a decent game every month or some longer period of time, rather than a generic arcade game every week. But
by vezzy-fnord 13y ago
I'd recommend you go for quality over quantity. Make a decent game every month or some longer period of time, rather than a generic arcade game every week.
But, whatever keeps you motivated. Keep going.
- aymeric 13y agoSeconding that, but it really depends on your objective with this.
- blainesch 13y ago"The ceramics teacher announced on opening day that he was dividing the class into two groups. All those on the left side of the studio, he said, would be graded solely on the quantity of work they produced, all those on the right solely on its quality. His procedure was simple: on the final day of class he would bring in his bathroom scales and weigh the work of the “quantity” group: fifty pound of pots rated an “A”, forty pounds a “B”, and so on. Those being graded on “quality”, however, needed to produce only one pot -albeit a perfect one – to get an “A”. Well, came grading time and a curious fact emerged: the works of highest quality were all produced by the group being graded for quantity. It seems that while the “quantity” group was busily churning out piles of work – and learning from their mistakes – the “quality” group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay.The ceramics teacher announced on opening day that he was dividing the class into two groups. All those on the left side of the studio, he said, would be graded solely on the quantity of work they produced, all those on the right solely on its quality. His procedure was simple: on the final day of class he would bring in his bathroom scales and weigh the work of the “quantity” group: fifty pound of pots rated an “A”, forty pounds a “B”, and so on. Those being graded on “quality”, however, needed to produce only one pot -albeit a perfect one – to get an “A”. Well, came grading time and a curious fact emerged: the works of highest quality were all produced by the group being graded for quantity. It seems that while the “quantity” group was busily churning out piles of work – and learning from their mistakes – the “quality” group had sat theorizing about perfection, and in the end had little more to show for their efforts than grandiose theories and a pile of dead clay." Art and Fear
- apo 13y agoWrite drunk, edit sober. http://ninjasandrobots.com/write-drunk-edit-sober http://ninjasandrobots.com/write-drunk-edit-sober
- jlees 13y agoA lot of the advice given to beginning game developers is exactly to put out a few generic arcade games at first. It's a great way to learn a stack and actually ship something, plus the end product is instantly recognizable, and the barrier to entry in terms of graphics can be quite low. Once you're comfortable in your output and skills, doing more original artistic work is a great next step, but many aspiring devs get hung up on doing something awesome and never finishing it at all. (I know, because I made the same mistake, despite knowing all this!)
- lessmilk 13y agoI find it easier to learn on small projects than on bigger ones. But as my skills improve, I may increase my release cycle from one week to a few weeks in order to make more sophisticated games.