![]() About 50 bugs were fixed only in a first 12 hours after the release. And most of it was because of poor testing. Mechanism was released at summer 2018, also received a lot of criticism, but not as much as Algotica. ![]() Because for me, it was clear - making games is what I want, even if it doesn't give me stable money, because it is even not about money, it’s about revealing yourself. Parent didn’t understand me quite well, they thought that games is just a childish period in my life - and this idea was biting me painfully. The development was faster this time, and I thought that “NOW I FINALLY UNDERSTOOD EVERYTHING”, but harder in a psychological and personal sense. The idea for my next game - Mechanism - was born in my head, and not in others as it was with Algotica. It like a relationship, like a marriage(I guess), but with Algotica it was a marriage of convenience (it was a thesis work at first, remember?). Hoping to start develop new free chapters and content for Algotica, I started to feel that I just can’t even stand this game myself - because I've spent so much time with it and want to go further. I thought this will be a new start for the game, but the result was very sad - it didn’t impress players at all and now the review score of Algotica is 55% - I understand that criticism, but it kills me nevertheless. After several month I rewrote whole game from scratch, reduced a lot of bugs - game changed a lot, new mechanics, new levels, even a new story. I received a lot of criticism and took it very seriously. Algotica was made in year all by myself, but it felt very unpolished. Some of these problems were on game-design side. ![]() And when I released Algotica, I felt it very well. Algotica was very well received on several game conferences and indie cups, get several awards.I thought that I've finally not a newbie now, that I know how to make games. And the Algotica become idea - I was certain that I should make a game about programming, similar to the human-resources machine, but with sweet 3D-graphics and overall cute design. But in the end we found a compromise - I should make an educational game and that would be accepted as a thesis. I was getting only pressure from academics that there is no place for games in university. While some of my student colleagues were getting applause for making library website (that was made using online web page-generators). Most of them think that making games = playing games. But the problem with professors is that many of them is too old for games. I thought that I would create a game for a thesis work and that’s it. My last year of education - exams, thesis work - all these bullcrap, that distracted me from games making. Nevertheless, I lost my fate in mobile games (and mobile games still just uninteresting things for me, except for ones) and decided to focus on PC. I think about 95% of all content in my games are my own, usually I take some ambient sounds from free stocks, just because I’m too lazy to go outside and record some wind or leaves rustle. What is more important - all assets I made myself - from the very first day of this path I’ve decided that I will be doing as much assets on my own as possible, and I still keep this rate high. It was kinda disappointing, because even though those games were for mobiles, they actually had an okay graphics, sound and gameplay (At least, I hope so). Got in total about two thousand installs, while thought about at least tens of thousands. In 9 month I’ve released two finished mobile games on Google Play, fully free - no ads, no transactions. I just couldn’t sleep because finally found out that there is a one activity that can include all kinds of art in its essence. I spent weeks without even an hour of sleep, learning and creating small prototypes during summer of 2014. I’ve spend summer learning some of the game engines (SFML, Unreal, Unity) and decided to stick to Unity (who would know, huh). The idea that games are also made by people struck me as a lighting. It was a summer and me thinking about what I want to do for my life - certainly not be a just-programmer guy. And of course, I loved to spend hours with video-games. In my childhood I thought that I would certainly become a filmmaker. I loved to write music, draw paintings, sculpting… well, everything. But what I was really interested in is art - in an every possible form. (I was 19 or 20) It was an IT-faculty, but the teaching methods was not very good and also I suddenly found that common programming is boring as hell for me, although I had no difficulties in understanding it. I’ve decided to make games when I was on my third year of getting bachelor degree. Majority of those who played these games and liked them (or disliked but waited for improvements) start to think that I've abandoned my creations. It was a long time since the last patch for Mechanism and even longer for Algotica.
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