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Author Topic: What do you need before you try to start making an indie game?  (Read 13435 times)

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Offline FerreTrip

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All my life I've dreamed of working for Nintendo. After realizing that there was probably no way I'd be able to get hired onto the main Nintendo development team, I began wondering what else I could do.

I began playing some indie games on WiiWare--namely, LostWinds and Groovin' Blocks. I began thinking, 'Maybe I could just start off doing stuff for this...'

I also sorta "joined" fledgling developer Vixen Games as a composer. Our first project, "Catalia Fighter", fell through after over a year because the head honcho realized that fighting games are hard to make. (As one of the team members told me he already knew.) So now we're looking at making a 3rd-person shooter. Problem is, pretty much our only programmer has to balance a boyfriend and an intense job...not to mention there are a couple things about her that don't quite sit right with me. (Then again, I've been finding that indie developers tend to be a bit...unique. No offense, Alec, Derek.) The game is going absolutely NOWHERE, and while I appreciate the time to develop my skill as a composer, I'm still frustrated to no end.

Then I played BIT.TRIP.

Since then, I've kept an eager eye out for quality indie games. I've played a small number of them, and have been slowly liking the idea of making an indie game of my own more and more. I've always wanted to make my own games--first I wanted to be a level designer!--but only relatively recently have I been so interested in making my new kinds of games. Not just another platformer or RPG (though those are fun as well), but games with at least one new core system.

Now that I've played Aquaria, a game made by only two people (with some help from testers and a magnificent voice actress), I've begun to wonder even more...Just what is needed before one begins making their own indie game?

I know I'm jumping the gun, here, and I should be focusing on getting used to composing decent, complete pieces that aren't too complicated, or even solidifying some concepts, and, oh yeah, learning more than a basic level of C(++) programming. But...I want to at least start simple and easy, making a game I could work on in my spare time as a college student--a 2D puzzle game. I'm tired of waiting for Vixen Games to do stuff. (I'm actually waiting for it to fall apart due to lack of activity...) I just don't know what I should do first...(and if I can do things cheaply to free, because I has no moneh O _ O )

Sorry for the wall of text. ^_^;
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Offline False.Genesis

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Re: What do you need before you try to start making an indie game?
« Reply #1 on: May 07, 2011, 03:43:31 am »
If its about learning how to code and start making games, and get a basic feeling for it all, i suggest you check out Alec's new engine he's working on:
* https://github.com/zaphire/Monocle-Engine for the code
* http://infiniteammo.ca blog posts about the engine [see also http://vimeo.com/22573712]
* http://bitcollective.ca/forums/ for more info and discussion

Didn't have the time to play around with it yet, but i will, sooner or later. Its definitely interesting and offers cool features already.


Should you like retro stuff (good old SNES times), i am also developing an engine; our goal is to make a new Lost Vikings sequel happen.
https://github.com/fgenesis/lv3proj


What is needed to make an indie game (and possibly sell it for $$) -- good question. I guess its the idea that matters, just look at the hype that Portal 2 caused. (Ok, its not indie, but it has sort of new concepts, and thats probably the important point, besides the marketing).
To make it short, your games need to be AWESOME. Now try to define that. Maybe take Aquaria's awesomeness as a starting point :)