New to this, looking for feedback and advice.

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Kev00 #1426 0 11

Hi Everyone,

This is my first post here.

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Kev00 #1426 0 11

hmm.. not sure what happened, but my entire post is missing....



5
Kev00 #1426 0 11

Anyway,  I've been looking for a small active indie game dev community for a while now.    

Over the past year I've been working on a sci-fi turn-based rpg and I've made significant progress. In fact, I'm very close to having a playable prototype completed.  

At this early stage, I'm trying work out what my next steps should be.   Concept art,  press-kit, website, business plan, story, etc.. have yet to even be started.    I don' t even have name for my game yet. 

The thing is I realize that all this work will take time, and that's time off from developing my game.   

So my questions are simple.  Is it worth hiring someone to do all that for me?  Can start-up costs be funded via a mini-kickstarter?  







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Cosmic Misfit Drew #1430 0 1

playable is a fantastic achievement and, to me, a critical thing to maintain as often as possible. always have a build people can play and you can show off, and try, as you make changes, to get it playable again and again. feedback is critical, as is playtesting (even if it's sometimes just yourself). it's ok to take apart systems to retrofit new features and kind of messy the project up a bit as you go, but try to quickly get it playable again so you always have something to show and test.

i have thoughts on business, marketing, and working with others, but all of that depends heavily on your long term business goals, starting capital, and experience in working in and managing teams. might be best to simply keep your head down and focus on the game a while longer, but always learn as much as you can in the meantime about the business and production practices of making games. it might take time to soak up all that education before your direction is more clear.

i'd exercise caution before spending much money and entangling yourself with other people. and i'd certainly, in the same way, hold off on taking money from future players as pre-orders, investors, or what have you. don't toy with people's hearts. trust is precious and easier to maintain than it is to repair.

if you haven't released a game before, i would advise you to limit how much you invest your time in a single project. a week quickly turns to a month and then several and then a year or two. what i suggest is you work on a project for useful but small amount of time, like a month, then switch to a totally different game project for another month, then another and another and another. you could even do weekly projects. the goal here is to learn to output faster and at higher quality. when you focus on a single project for an extended period of time, let's say a year, you gradually diminish how much you can learn and then apply, but if you move onto another project quickly, you can quickly apply what you just learned and therefore get sharper faster and waste less time. don't get yourself lost in a big, complicated, and deeply passionate project right away. if that starts to happen, you could set it aside and come back to it later.

...but enough from me! i'm prob wrong about all of this. always get more than a couple opinions when you need outside perspective. everyone is different and every project is different. you prob know you better than i ever will, but if you don't know yourself well enough and what you should do, then start doing more small projects to help you figure that out faster.

and rock on with your scifi games! (:

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