zircher wrote: ↑Sat Jan 12, 2019 2:45 pm
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.
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.