I thought it only right and proper that Drifter should get a mention here as it is now available on Steam under Early Access:
Drifter 0.5.1
I missed the Kickstarter but bought an early version directly from the website.
Post
Sun Apr 13, 2014 9:41 pm
#2
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Re: Drifter
Ooooo... Looks fun!
Early Spring - 1055: Well, I made it to Boatmurdered, and my initial impressions can be set forth in three words: What. The. F*ck.
Post
Mon Apr 14, 2014 12:15 am
#3
I also like the way the developer thinks with his "What's your favorite thing about space? Mine is space."
It's still a WIP but at least the developer admits it. I admire honesty*.
* I'm looking at you Egosoft.
Re: Drifter
I like the fact that you do not need a powerful computer to run it and once you master the UI it reminds you of certain other games of this genre.DWMagus wrote:Ooooo... Looks fun!
I also like the way the developer thinks with his "What's your favorite thing about space? Mine is space."
It's still a WIP but at least the developer admits it. I admire honesty*.
* I'm looking at you Egosoft.
Post
Sat Jan 12, 2019 2:45 pm
#4
Re: Drifter
Necro posting because of a recent backer only post from Drifter: A Space Trading Game. What the developer is suffering is similar to Josh's journey and just a little creepy in the parallels. I'll call it a cautionary tale of underestimating human fragility and too much ambition. I'll take that as a strong message to make hard limits in scope for my future game projects. Design, deliver, and then expand.
Post
Sun Jan 13, 2019 5:01 am
#5
Re: Drifter
The biggest difference: there is actual working game out for people to buy and evaluate ..
Post
Mon Jan 14, 2019 12:06 am
#6
And, as much as it pains me to say it, maybe this should be SOP for solo indie projects: no matter how tempted you may be, don't announce anything -- no specific blog posts or tweets, no forums, nothing -- until you've implemented a working skeleton that proves out all your key features operating together, leaving only the long slog of content implementation to be accomplished.
Admittedly somewhat trickier for a game intended to have significant procedural content generation, but still.
And I'm not just thinking of Josh here, unfortunately.
Re: Drifter
zircher wrote: ↑Sat Jan 12, 2019 2:45 pmNecro posting because of a recent backer only post from Drifter: A Space Trading Game. What the developer is suffering is similar to Josh's journey and just a little creepy in the parallels. I'll call it a cautionary tale of underestimating human fragility and too much ambition. I'll take that as a strong message to make hard limits in scope for my future game projects. Design, deliver, and then expand.
And, as much as it pains me to say it, maybe this should be SOP for solo indie projects: no matter how tempted you may be, don't announce anything -- no specific blog posts or tweets, no forums, nothing -- until you've implemented a working skeleton that proves out all your key features operating together, leaving only the long slog of content implementation to be accomplished.
Admittedly somewhat trickier for a game intended to have significant procedural content generation, but still.
And I'm not just thinking of Josh here, unfortunately.