594 karma · joined October 6, 2009
I suggest:
1. Use this as a learning experience for how the Google Play store works.
2. Find an artist to work with (this looks like programmer art).
3. Develop a game that innovates on the genre you wish to work in.
4. Try again, and keep trying.
My definition would be more like: sending ordinary people into space; making a mass-production electric vehicle; cheap solar power; curing flu/the common cold; inventing a new type of computing device; replacing huge incumbent companies (telcos, oil); reducing home electricity usage by >50%; inventing a new human-computer interface. Etc.
In the medium to long term, HTML5/WebGL becomes a much more attractive prospect. Desktops are mostly covered already. Most mobile phones browsers should support WebGL in the near future (FF mobile already does). Plus any connected TV with a browser will support it. Suddenly your installed base looks a lot more healthy.
The thing to remember about the quality of the games you are seeing is that games take a quite a long time to make (6-24+ months) and this technology has only been mature enough to use for around 6 months. We're really at the very beginning of the road for WebGL games.
Also, this game is created in Construct 2 which advertises itself as a 'no programming required' game making tool. It's not surprising that the games are simple if it is entirely general purpose code.
I got up and running with the Closure library, very quickly, and I'm still finding it nice to use.
It would be interesting to see how that method works now that they have a million interested users on day one.
I remember going to a GDC (2007?) where western developers were heavily discussing the Korean model and whether it would work in the west.
Aside: IMO, Zynga is a bit of a cynical money making machine. The Korean model seems to be more about the game, while still making plenty of money.
Found a few comment threads saying the same thing. It appears not to work anymore.
Maybe he was just 20 years ahead of the tech?
In which case, I wonder whether he (notch) is going to have trouble with the online performance. I've tried online play briefly and it didn't seem bad, I guess it isn't really twitch based.
1. Tools: C#, Maya & 3DS Max APIs, pipelines, UX. IMO the most important area in games (hence my startup), also very sort after.
2. Networking: learn about how to write networked games and servers that handle lag and heavy load.
3. Low level systems, memory, optimisation, in C/C++.
These areas are all heavily sort after in my experience. What the games industry doesn't need is more wannabe graphics programmers.
I'm going to be creating tools that make game developers happier. First up is a tool to help with localization woes.
So far seems pretty nice, though I haven't used it that much.
Seems daft to have the navigation go the full length of my screen but the results stops half way up.
\\ -> new line
\\\\ -> \\\\
\\Foo -> Foo
\\Foo\Bar -> \\Foo\Bar
Somewhat errant result for \\Foo, but the other ones seem to work.To approve you create a new approval resource: POST to /approval with the id of the resource to approve. This creates a new resource at /approval/1
Then you can revoke the approval by DELETE /approval/1
*within reason obviously...