Showing posts with label indie game. Show all posts
Showing posts with label indie game. Show all posts

Tuesday, September 2, 2014

My Descent Into Mobile Game Development

Sometime around October of last year (2013), I got it in my head that I'd like to make a mobile game. Having ideas and making plans to do this or that is nothing new for me - I've got a number of half-finished (novel) and/or aborted projects (fantasy playing cards) - but for some reason, this one stuck.

Up to this point in my life, I had some experience as a Javascript/PHP coder built over some Java & C++ classes taken years prior in college, but never fancied myself a serious programmer. I always leaned toward front-end work, because that's where the designers and artists got to play. However, I knew enough to get myself into trouble. So I did a couple of Google searches to find out what was involved in producing a mobile game.

Eventually, I stumbled across (not upon) Unity3d. At first blush, it had everything I was looking for: It was free and it could export builds for both Android and iOS devices, which make up something like 98% of the mobile market. It also allowed to languages: C#, which is almost like C++, and Unityscript, basically Javascript, with some quirky additions. I had originally intended to go the 'Script route, but was surprised to find myself working in C#. That decision was probably aided by the number of quality C# tutorials and lessons that help get me immersed in the environment.

I spent some time trying to figure out what sort of game I wanted to make. Ideas? I had lots of those, but which one? One of the Unity forum threads had some advice for new game developers: "Yeah, you want to make something epic and great, but you need to start small. Otherwise you'll get discouraged and quit before you finish your first game." At least, that's what I took from it. So I began to churn out ideas for 'small' games - ones that I didn't feel would be too terribly demanding to produce (because I'm still working as a full-time freelancer), but would still be fun. Because, ultimately, that's the most important thing.

Nearly one year later, I've almost wrapped up development on my first mobile game - Springling Swipe - and starting to get my business and marketing ducks in a row.

The challenge at this point is feature creep - the urge to keep adding little extra bells and whistles to make the game that much 'better' or 'polished' or 'professional.' Sometimes, I can be a bit of a perfectionist. Other times, I use the perfectionists' excuse of 'it can be better' to tweak a project into oblivion so it never sees the light of day and risk handling any sort of rejection (that's a whole other can of worms). I think I've got a handle on this, though. I think I'm at the point - barring a couple of details - where I'm ready to put the game (and myself) out there in a way I never have before and let come what may.