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wozza
Registered: May 2003 Posts: 18 |
Why bother doing a new release
For the past year I have been busy learning to code; yes I was a swapper and never had the time to learn, but now I can. I want to release something(~) and add back to the scene. I thought it would be great for a one-man show to thank some of the fine help here. The code would not the best, but certialy not the worst.
My question to everyone is: Why should I bother releasing an intro or little demo that would be old-skool, when I see the majority of user comments on releases shit-can everything? Would I get nailed because I'm a newbie coder? Or are there more mature minds here?
I need encourgement!
Wozza.
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Minksler Account closed
Registered: Jan 2006 Posts: 2 |
Wozza, I'm a newbie myself and I know what it's like.
Release the work that you are proud of and prepare for rants and raves. It's a thrill whatever comments you get.
Looking forward to seeing your stuff Wozza :)
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cadaver
Registered: Feb 2002 Posts: 1160 |
Release a game and people are impressed easier, you also don't have to know about flashy/impressive effects, just make the game good :) |
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wozza
Registered: May 2003 Posts: 18 |
<grin>
thanks for your comments guys; yes I guess we are all time restricted; Kids, wife, career and all that 'why we are here' etc. But bloody hell; I will damn well finish something if it kills me (and err, when I can sneak time). The problem I also have is I have a few weeks slack and get all enthused about the commie, and then life kicks in and it's friggin busy for a few months, going round and round.
Now I need to finish this bloody logo!
Thanks everyone! |
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T.M.R Account closed
Registered: Dec 2001 Posts: 749 |
Quote: Release a game and people are impressed easier, you also don't have to know about flashy/impressive effects, just make the game good :)
i was going to say something similar as i spooled down the thread... remember girls and boys, the low end of the games quality threshold is really low right now even if the upper threshold is pretty high with PD on the go (amongst others) so doing something better is just a matter of putting a bit of time and effort in, getting the playability right and making sure the player sprite can respond to the diagonals on the joystick...
Oh, and put in an elephant, ALiH likes elephants so it'll probably get a few more percentage points in Game Over(view) if you do. =-)
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Slartibartfast Account closed
Registered: Jul 2002 Posts: 230 |
Quote: i was going to say something similar as i spooled down the thread... remember girls and boys, the low end of the games quality threshold is really low right now even if the upper threshold is pretty high with PD on the go (amongst others) so doing something better is just a matter of putting a bit of time and effort in, getting the playability right and making sure the player sprite can respond to the diagonals on the joystick...
Oh, and put in an elephant, ALiH likes elephants so it'll probably get a few more percentage points in Game Over(view) if you do. =-)
Yup, these days a crap game will get you more praise than a crap demo, although a crap game in a crap demo doesn't have quite the same effect.
Like I said, Wanderer should get back to developing that game with Bayliss. ;) |
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V-12
Registered: Nov 2003 Posts: 206 |
Hey Wozza, fuck the comments, just do what you want to do :) |
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Scout
Registered: Dec 2002 Posts: 1570 |
Quote: Hey Wozza, fuck the comments, just do what you want to do :)
Please, don't listen to Murdock coz my annual logoswing-rasterbar-oldschool-we-rule-in-2006-too limit has already reached.
:)
---
-= Silicon Ltd. =-
http://forum.siliconlimited.com
Commodore 64 Scenemusic Podcast
http://8bitmayhem.blogspot.com/ |
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Twoflower
Registered: Jan 2002 Posts: 434 |
My view on it is that some energy should be put down in the release, no matter what. A return from someone off the scene for 10 years should be made with some effort (just take a look at the latest Silicon Ltd or Brutal releases). If you're a newbie and try your best, people will probably accept it for what it is and encourage you to continue. As long as you try to adapt your work to the context of today, and as long as you keep improving, your releases are welcome and needed additions to the scene. What you should not do is:
* Make demos American Style.
This means making a press space-demo with 3 parts, all featuring black background and a logo, in 3 or more colors. Furthermore an effect which would have been so-so in 1988-89 should be included aswell. Thou shalt progress!
* Make innumerable games with the same content.
Making several games where you should either miss or grab sprites in a horizontally or vertically based onescreen is not a good idea. You shouldn't increase difficulty with speed either. And you should not publish 30 of them.
* You should not retro.
Never retro. Make stuff in the way you like it, but don't make it intentionally retro. Oldskool, ok, if that's what you want, but try to look at it in the context of what demos are today? Your unique style and touch to it is what matters, not some silly retrovibe. |
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Radiant
Registered: Sep 2004 Posts: 639 |
I agree with Twoflower. Just put effort in making the production, and there's bound to be somebody who enjoys watching it. |
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Wanderer Account closed
Registered: Apr 2003 Posts: 478 |
Quote: Yup, these days a crap game will get you more praise than a crap demo, although a crap game in a crap demo doesn't have quite the same effect.
Like I said, Wanderer should get back to developing that game with Bayliss. ;)
>Like I said, Wanderer should get back to developing that game with Bayliss. ;)
Erhm, what makes you think that the game is not being developed as we speak? :) Have no worries, it's set for release next week.
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