That being said, I thought I'd write a few things down, some things I'd probably elaborate upon in future posts.
Unite 2015 & GDC 2016
|The logo for Unite 2015 in Boston|
This being said, I'm unsure if I will attend GDC 2016 next year. I haven't missed a GDC since I started going about 5 or 6 years ago; however, the last two GDCs, 2014 more so, have just been huge letdowns. Not only did a majority of my talks or round tables just feel uninspiring, they sometimes felt downright depressing. One big issue now is that for me, it's just expensive -- flying out to San Francisco, getting a hotel room for four nights, the conference ticket. On the other hand, it is the 30th GDC. Either way, I need to think about it; unfortunately, I don't have tons of time to do so.
Battle High 2 A+ on Xbox One
|The splash screen for Battle High 2 A+ on Xbox One|
I'm doing a few new things with this release. I'm working with an indie marketing company and with someone to polish the website and trailer. Usually I do everything myself, but I want to get in the habit to seek help more often. Not only does this lighten my load, but it helps me get a task done by someone who would probably do a better job, and in some cases, allow someone to do something they may not get a chance to do a lot. This is expensive at times, but if you equate the whole time is money aspect to it, the time saved having someone else do it, it's not that bad.
I do want to write a postmortem about Battle High 2 A+, but I don't even like calling it a postmortem as, again, there are updates I want to make, adding new modes and characters to the game in the game.
A New GameAs much as I enjoyed working on Battle High 2 A+ -- most of the time anyway -- I want to start a new game. I'm between ideas, and it's hard for me to really decide where to go next.
I like fighting games, but I think I need a break from that genre. Maybe not the gameplay of it, but the genre as a whole. I especially want to wait until I either learn how to network program or Unity improves its network capabilities.
The one game idea is like Namco X Capcom, but the battles themselves are more fighting game oriented. Namco X Capcom, though it had a mini-game battle system, was very simple, and I would want something more complex. My big fear is that players might no like the mix or strategy RPG and action-based battles. The other is just a 3D fighting game like Tekken.
Both games would be difficult to do in a short period of time. One thing that is good about modern game development is that updating is very easy -- or at least a lot easier than in the day of cartridges and no internet connection. My hope is that if I do the RPG game or fighting game, I can release with just a light amount of content and grow it from there with updates. I'm surprised more game developers, especially indie game developers, don't do this, release a smaller game as a proof of concept and go from there. I don't mean a prototype either, I mean a polished product, but maybe only a 2 to 4 hour experience, not an epic 30+ one.
|I'm so much more similar to Andy Rooney than I'd like to admit.|
- Why I dislike VR (but don't necessarily think it'll fail)
- Is the hobby dead?
- Why working on your favorite genre isn't always the best idea
- The dangers of elitism in game development
- The dangers of polished prototypes
- Imbalances in the Tetrad of Game Development
Anyway, that's all I have to say for now. Hopefully I'll have some more to write in a future update, probably a lot more as Battle High 2 A+'s release date approached.