Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1075857 Posts in 44149 Topics- by 36119 Members - Latest Member: propmaster

December 29, 2014, 10:50:09 AM
TIGSource ForumsPlayerGeneralI miss you guys </3
Pages: [1]
Print
Author Topic: I miss you guys </3  (Read 557 times)
Medevenx
Level 7
**


i try not to suck


View Profile WWW Email
« on: September 23, 2012, 10:43:10 AM »

hi guys it's me Med. i've always loved being here discussing game design and spriting but lately i haven't really been active. i've just been so busy with civil engineering university work that i'm being pulled away from my true love, video games. how do you guys find time to do games anyway (mostly pointing this out to those who just sideline game making)

i've been thinking really because of the lack of time. can we decide to no loger be indie and be part of the mainstream largely known video game companies? i mean i see some incredibly talented devs here whose games should be licensed on actual consoles but what is hindering us from that? is it our choice to be indie? what is the big differnce between an indie game dev and a not one is (besides the obvious part)?
Logged

Moczan
Level 5
*****



View Profile
« Reply #1 on: September 23, 2012, 01:24:52 PM »

Bur isn't the obvious part the most important?
Logged
poe
Guest
« Reply #2 on: September 23, 2012, 02:48:05 PM »

I missed you too Smiley
Logged
eigenbom
Level 10
*****



View Profile WWW
« Reply #3 on: September 23, 2012, 03:55:55 PM »

Ahh calculating stresses in trusses, i miss those days ... :S

Nothing is hindering us from licensing games on consoles, and plenty do. It's so resource-intensive that many of us probably can't (or don't want to) afford the money or time. Hopefully this barrier will be reduced in the not to distant future with the Valve console, or more ubiquitous pc->tv setups, or just better support on current consoles. Though I'm not sure about the latter, in Australia we can't even access the xbox live indie games.

Independent can mean a lot of things, independent of a publisher or parent company, independent of some outside force controlling the direction of your game, but all these things are tenuous and in the end it just ends up being a marketing label. Better to just ignore it and call ourselves: game developers, game makers, bringers of joy, or civil FUNgineers.
Logged

baconman
Level 10
*****


Design Guru


View Profile Email
« Reply #4 on: September 27, 2012, 08:57:31 PM »

I would think the cost of console-specific devkits could be a factor for some of us, although now with XBLA/(PSN/Vita?) having freeware IDEs, that's a thing of the past - unless maybe you're making a SNES or WiiWare game. Then there's making assets - although some have shown they can compare with AAA designer-developers, that's still hard for the rest of us to do.
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic