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At this point I'd say build a minigame collection. It's a no-no most of the time because it means "now you have two problems" but if all of them explore the eng
by chipsy 11y ago
At this point I'd say build a minigame collection. It's a no-no most of the time because it means "now you have two problems" but if all of them explore the engine, it sets the right tone.
I remember seeing the lack of design as an issue back in the initial trailer. My main suggestion for completing a design now is: spend an hour or two each day trying to kill the design on paper. As in - the only unknowns left should be tuning and balancing. Everything else - assets, systems, ui - should get a paper spec, and then be turned into tasks. This process makes for faster iteration than doing it on the computer since you can mix visual ideas with text. It lets you make bolder decisions up front and see the size of the game properly.
- gavanwoolery 11y agoNot a bad idea actually - I have considered just pumping out a game every few weeks. It may end up sort of a hybrid of this path and focusing a bit more on the launch prototype.