Hi all,
I'm a new recruit to the indie developer ranks. I was between jobs at the start of the year so didn't need to quit anything but beyond that it was the standard mantra, 'get an idea, quit day job, make a game'. One guy, office crammed into my flat, enough cash for a few months of development time before Ramen will become luxury foodstuffs.
So far I'm finding C# easy going (my main experience before was in PHP, during particularly boring webapp development times it turned into OO-for-the-sake-of-it-PHP, which has made the transition easier) and playing with XNA I do have a cheatsheet for quite a few classes and functions that I don't have to worry about writing myself.
I keep
a blog with musings and project updates, hopefully it'll be a bit more eventful once I finish the gameplay code and quickly work through networking and some basic AI to get a closed Alpha running to tweak how the game plays.
Final plans are to get direct sales and whichever portals/online stores will accept it going first on the PC side and then quickly port it for a Community Games release on 360. Working with XNA means the porting will be a UI redesign for the TV and control tweaks but not a lot more so is basically free (and worth it for the experience of pushing code to the 360 if not the tens of sales a CG release can achieve).
Oh, I did work on
an indie project in the past so I'm not jumping completely blindly. There I was doing technical art stuff so this is the first time I've branched out into game code and design.
-Shivoa