9 common mistakes that every Indie game studio should avoid
So with my exams done. I am getting back to my reading and prototyping. And I came across a nugget of pure gold.
http://www.gamasutra.com/view/news/181864/The_9_common_mistakes_every_indie_game_studio_should_avoid.php#.ULYAp6x01Vc
So I'm going to go that number 2 has been one of my worst qualities. Anyone else care to share their's?
http://www.gamasutra.com/view/news/181864/The_9_common_mistakes_every_indie_game_studio_should_avoid.php#.ULYAp6x01Vc
So I'm going to go that number 2 has been one of my worst qualities. Anyone else care to share their's?
Comments
1. My first game idea was "I Want To Make A Game To Rival Pokemon (and make 150 perfectly balanced creatures to battle with an original versus mechanic)
2. As above.
3. Looking into how to get into the Apple app store even before I know how to compile a prototype. Big fail.
4. OK I don't think I'm even there yet
5. All my code is duct tape code, but really I think failure to plan is a much lesser problem compared to planning too much.
6. "I'm not going to have a haircut until I release my first game". So much for that.
7. Looking to make multiplayer code because my game "must have" multiplayer network play.
8. Failing to blog about my stuff. Well, again I'm not far enough to worry about PR.
9. Hung onto my Pokemon idea for a long long long time. Even when I know it's scoped way bigger than I know how.