Haven't checked the old entries recently, but if I remember correctly, he stresses the importance of having as much as possible of the game logic running as early as possible, before spending too much time on art assets and writing final dialogue.
Perhaps just common sense, but true none the less - it makes it possible to evaluate timing and catch gameplay problems at an early stage before getting too attached to stuff that should really just go on the cutting room floor.
Hey everyone - sorry for the late reply, didn't see the notifications until now.
Thanks for your encouragement and support!
As for a write up of how things were done - that would indeed be long, but I'm happy to answer questions if you've got any! My main advice would be to make a mini adventure game to familiarise yourself with the process, before moving on to make a larger game - you'll learn a lot from your mistakes about planning, development etc.
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Thanks for your encouragement and support!
As for a write up of how things were done - that would indeed be long, but I'm happy to answer questions if you've got any! My main advice would be to make a mini adventure game to familiarise yourself with the process, before moving on to make a larger game - you'll learn a lot from your mistakes about planning, development etc.