I Need Some Friendly Advice: Making Games is Fun and Trying

That seems like a cool read.

Thanks!

~ Jason

Thank you Jason for the kind words, you my friend are awesome as well. It’s funny you mentioned Doom, aside from getting started with programming at 5 on an Apple II-GS, being a part of the original Doom modding community was my first ever step into real game development and I remember those days very fondly. Also, Romero is one of my all-time favorite devs and who I pull a lot of inspiration from. I think a lot of people take the term indie dev the wrong way in a lot of cases. Early on, it was hard to get any respect until some titles made it out and rated higher than some titles from full-production/fully funded . Then again, indie development has always been around but with open publishing models from PC to mobile, people now have easier means to distribute.

When I went to Microsoft last Oct, I had the chance to meet Frank Savage (XNA, Xbox One, Wing Commander 3 :)) and Boyd Multerer (XB1 and Founder of XNA) and I was telling them how when I was young, I remember reading EGM and about PlayStation 1 and 2’s DevKit, the NetYaroze (I know, really weird name) and how XNA gave me that first chance to experience my work on a console with controller in hand. I think kids these days that get inspired early on, have so many amazing tools and forms of distribution (especially UE4), that I really wish I had the same available to me growing up.

I agree on the industry changing and now being the perfect time. It’s a hard thing though, for the past week I’ve been deciding if I want to get a couple credit cards since funding is getting tight. I did link up with Senior Council from Perkins Coie and since they represent Microsoft, Amazon and Zillow to name a few, my lawyer should be able to really help out, but then again, that’s another extreme expense. But yea, it can be rough haha and I’m right there with you but all you can do at the end of the day is believe deep down and visualize you getting there. If you can see it, you can achieve it :smiley:

But stay in touch buddy and let me know if you want to show me some stuff in the near future. I’ll be showing and sharing things too as well in the near future and definitely considering doing a Kickstarter so I’ll keep you posted. Best of luck!

Take Care!

-Matt

Thanks Zooby! Me too.

Well the part time job was a consideration and it will be something I will have to think of if it gets down to the wire here but the way I feel right now is I have to give it more than 100% and constantly focus on it. I saved up enough for almost a year when I left my job back in March but with all the purchases on software, licenses and equipment, it’s really cutting things down quick. I think it would definitely help me from stressing a little though :slight_smile:

“Remember that life is what happens to you in between making plans.”

I like that, never hear that said before.

Also, as my close buddy put it the other day… in the words of Miagi from Karate Kid… “must have balance Son”

Thank you and I look forward to sharing more with you in the future :slight_smile:

Take Care!

Hey Matt,

I feel the same way, those early modding communities were so much fun!
As for indie developers, you are right it really wasn’t until people saw potential that we were welcomed into the game development landscape.
Then again, even now people ridicule us or just complain about our philosophies. But, yeah, it’s all ok once we as a community is good with each other.
Haters will always be there (and rightfully so in some cases).

You actually just reminded me about something.
I’m sure, since like me you’re a big fan of Romero’s work you already saw this but if you (or anyone for that matter) has yet to watch this, give it a look (provided you have an hour and a half):
v=b86PwuzyxlY
Romero and Ryan McCaffery Co-Op through the entire first episode of DOOM. Romero talks about some really good stuff and gives some nice little hints and tips for all us level/game designers.

Also, I found two good videos featuring Carmack

Wolfenstein 3D (I enjoyed the quick talk about Catacomb 3D which most people don’t know about):

?v=amDtAPHH-zE

Lighting and Rendering Keynote (Quake-Con 2013):
v=IyUgHPs86XM
Congratulations on hooking up with Senior Council! It’s good to have them with you, just in case (if you need any more reason check out this thread I made: https://forums.unrealengine/showthread.php?27343-An-Odd-Occurance-I-think-I-should-ve-gotten-a-lawyer&p=118044#post118044 ).


You really make a good point. It’s really just on us and how much we can do.
I’ll definitely keep you posted. By Wednesday I should have finalized my design and which I will do (I have everything typed up now, so I can
clearly look at each idea).
By the way, I think doing a Kickstarter is a good idea, but just be careful there’s a great deal of controversy boiling around Kickstarter
(after the “Areal” fiasco).
Let me know if you ever need help, I’d be happy to take some time to lend a hand!

Good Luck,

~ Jason

Alright so I made a decision.

First, I’d like to apologize for the long wait, I just needed to get back into my right state of mind.

With that said, I’ve really thought about this and considered everyone’s advice.
I’m one man, but I do happen to have a studio backing me up (picking up what I’m not the best at… modelling mostly).
However, I still am one man. Its hard to take on a project that may fail. Its hard to think about what I have to do to get it rolling compared to common indie games at least.
I can easily make a game that is horror based (not that those are bad… some are actually really good, but its not what I as a developer wanted to do), and I can release it. It’s just hard to pick an option that may never see the light of day and be .

But I have a passion for it, and I assure everyone that’s all I care about. I don’t care about the time, or the obstacles, or the potential failure, I want to make this game. A game that people will enjoy.
So with that said, from here on I vow to make the game I want to make.

Now! As a good way of testing my own ability, I will be making a smaller based game as I do the documentation for my primary game (I’m going to need something to offset the GDD phase anyway… so I can developer, game, and type!).
I actually really want to do it exactly as I’m doing the GDD because it could help me understand how to work with my high and low aspects.

I just want to tell everyone thank you.
I really appreciate the help I couldn’t have come to this decision without you all.

Matt, I wish you and everyone else on this thread the best of luck in your own games.

I’ll be sure to check in with all of you every so often and be sure to look on the forums for the announcement of this game (as well as the smaller game).

Thank You for the help and inspiration,

~ Jason

Just a quick update, I may have the considerably smaller game up and out the door within the next two weeks.

In terms of the bigger one… I’m just barely starting the documentation.

~ Jason