
Udderdude's right.

Giving support to people who make bad shoot 'em ups isn't helping the cause, it does more harm than good because it'll encourage development of even more bad games and that'll never be a good thing.codergames wrote:I think that every person who makes shmups, the games we all love, deserves a support. If you don't give support to such people the development of quality shmups will cease.
i don't think anyone should be supported ABSOLUTELY or in ANY case, a developer should be supported if he creates something that has a relevance and this relevance should depend in a matter of tastes. I think here we are speaking too much about personal (or community...) tastes, the fact that bother me a bit is paying for it... it shows how an indie community is becoming everyday much similar to the official pro-dev scene with all that it means.codergames wrote:I think that every person who makes shmups, the games we all love, deserves a support.
Support doesn't have to mean payment, some excellent shoot 'em ups at the moment are free and just giving their developers feedback or encouragement is enough; that can be a quick "thanks very much" email, a guestbook comment or forum post on their website, a nice posting here or on other gaming sites, a couple of pennies in the Paypal begging bowl or even a positive review of their game in some form if you've got a blog or write for a games site.genecyst wrote:the fact that bother me a bit is paying for it... it shows how an indie community is becoming everyday much similar to the official pro-dev scene with all that it means.
Yes, i know - i've written about thirty games over the last couple of decades and those are just the ones i can remember to be honest. My current Windows-based project has been on the go for over fourteen months on and off and is currently just a game engine (it's been re-written from scratch twice in that time), plus i have three C64 and one Atari 8-bit title on the go as well.codergames wrote:@TMR ... I'm afraid that's not enough as such development could last many years for a single, average, game.
There's one potential marketing resource you're missing out on already; take one or two of those games, tidy them up a little and release them for free - upload to sites like GameJolt or whatever, make sure the name of your site is prominently placed (but don't go mad) and, if the games are half decent, people might go looking at your site to see what else you've done - okay, it might not work but you won't know unless you try and they're just sitting on your hard drive at the moment.codergames wrote:I do have several games I did in my spare time, just for myself and my friends. The tap on the back and "you're the man!" sort of thing was enough in those cases, those are the games that will never be available on the net as they're not quality enough.
Which isn't too different from my own situation or indeed just about anyone doing indie development.codergames wrote:I was talking about quality development, development that requires full dedication, almost like a full-time job. It took me about a year to make Invader Attack, but only 4 hours daily and more on weekends, sometimes even 10 hours.
And i'm fairly sure that nobody said you should be giving it away, just that it needs to be priced competitively for the market you're aiming at - those are two very different things.codergames wrote:3D is not an easy development, music composing is also very demanding, and to give away the game for free, would not contribute to any further development.
So don't go full-time. The people writing games like Eden's Aegis, Hydorah or Genetos didn't but nobody would accuse them of releasing low quality games. Yes it takes longer if it's being done in spare time, but shoot 'em up fans are used to waiting.codergames wrote:The problem with game development in general is that you can't do anything quality in a short time if you don't work full-time on it
i think i met him last year at Retro Reunited... but the entire day is a massive blur because i was finishing a C64 game for release at the event. i did have a natter with Archer McLean (the author of Dropzone on the Atari 8-bit and C64) though, he seemed to be a nice chap and is still doing the indie thing after about thirty years. Jeff Minter is the same really, been knocking out games since the 1980's and has almost a cult following of people who enjoy having their eyeballs unscrewed from the inside by mental pyrotechnics. =-)codergames wrote:I joined TIG's forum (mostly unfriendly members replied, he only person I met there was Jamie Woodhouse, the creator of my favorite amiga game called Qwak)
Don't leave them out of the next batch of emails when the next project is done though; this is what i meant when i said you're competing with other people in the same field by the way, if you submit a gallery shooter for review then there are other people submitting theirs and it comes down to something of a lottery as to whose they actually write about.codergames wrote:submitted to PlayThatThing (many month ago, no reply and no review since).
The hype might be perhaps, but indie game development won't be going anywhere - if anything it's more overt now than ever before, the average punter is aware that there's an alternative to mainstream gaming in ways they weren't even a decade ago. Indie developers have always fed the mainstream industry in some form, either with ideas or foot soldiers.codergames wrote:I agree, of course, and that's why the indie game dev scene will pass, it was sort of a hype these last 7-8 years, but it seems that its fading away slowly.
i believe that's called "quitting"...codergames wrote:Well, I'll just finish up Galaxide and that's it from me.
The indie game dev scene will never pass, there always have been people tinkering with making games and always will be, and there is always going to be some percentage of those people who want to distribute their stuff in some way.codergames wrote:I agree, of course, and that's why the indie game dev scene will pass, it was sort of a hype these last 7-8 years, but it seems that its fading away slowly.
Yup, in Ye Olde Days we trusted the postal system not to mangle floppy disks too much or uploaded to prototypical online services at a massive 1200 baud - compared to then, the channels open for distributing indie games now are staggering. =-)kemical wrote:The indie game dev scene will never pass, there always have been people tinkering with making games and always will be, and there is always going to be some percentage of those people who want to distribute their stuff in some way.
totally agree. as there are indipendent music labels there will be indipendent games producer, just like the german red spot games with dc stuff, or just like super fighter team with retrogames on old consoles.kemical wrote:Indie game dev's might be able to find success in banding together in ways similar to small specialized music labels, specialized in certain styles, themes and subgenres...
totally agree again, we can get nice results without spending so much money and time.TMR wrote:Even distributing physical media isn't too hard, getting industrious with a decent colour laser printer, some scissors and a CDRW drive takes time but not much in the way of money (the results are pretty good too, i've had a couple of games sent to me like that)
As was everybody else; what constitutes "quality" as regards graphics and music can be subjective and most of the posters here would say that both the graphics and music take a back seat to the gameplay anyway (although most of the titles mentioned are of a good quality in those respects). i'm of the opinion that originality is overrated too, at least i can't see the point if people are just being original for the sake of it rather than the good of the game/genre.codergames wrote:I was talking about quality games with quality graphics, music and quality and original ideas.
Yes they do, but that time and effort can be put in by one or two people in back rooms on a battered desktop after work. The industry in the West was all but built on games being developed that way and they still take on new staff from that background.codergames wrote:Of course game development will never die, there are open source projects as well, but I wasn't talking about that. Quality projects require a lot of time and effort
It's not a conscious decision for most gamers, they're simply not aware of the alternatives; XBox 360 users could get some cracking games for a dollar or two via XBLIG but most aren't even aware that it exists, PC users can download a metric f**kton of excellent freeware shoot 'em ups for nothing or titles like Leave Home and Irukandji for a couple of quid but even if they were aware of the genre in the first place they don't necessarily know that the free and inexpensive games exist.codergames wrote:So, while people could have enjoyed 3-4 very original indie games, for the same amount of money, (that faded away forever), they decided to support the company.
Some of the devs are already together at ShmupDev (although i've seen noisier graveyards of late) but i'm not aware of any portal specialising in shoot 'em ups... right now i'm trying to convince myself not to just build something because i have the organisational skills of a bag of dead badgers but i might still go ahead and do it anyway (as in set up something with perhaps Joomla with a forum and blog for news that authorised users can add or edit pages to) if enough people are interested, keep it free for a year and then charge a rate for banner advertising or something.codergames wrote:That's a great idea, having a portal dedicated to shmups, gathering people who make shmups. While this site and this forum is great, the developers of shmups are not all here. Or maybe there is such portal already, we're just not aware of it?
Not the last time i looked no, but that's generally where i think i was coming from except with the people making the games adding entries so there's not one poor, downtrodden admin...Udderdude wrote:There was Shoot The Core, but I'm not sure if it's up anymore or not .. :/