This is an addendum to the last DevLog Entry.
I originally wasn't going to post this.
TIGSource even went down and I lost all of the text... but I rewrote it.
I guess this is more of a 'Dev Diary' but here we go.I'm hesitant to apply to
IndieCade this year.
Why? I don't know... the game might not be ready to show 'to the world' just yet.
Showing off at local expos are great. Having a DevLog is excellent.
That's how I get feedback, that's how the game becomes well polished.
I prefer brutal, honest, criticism that I can take constructively and make the game as good as it can be.
However, I feel expos like PAX, IndieCade, GDC, and the IGF are reserved for near complete games.
I'm not going to lie when I say Desolus is probably two years away from completion.That's simply how long it's going to take for the game I have envisioned.
This is the first screenshot I have of Desolus.This was day one.
It was an awful 2D game with stolen NES sprites and MS Paint graphics.
All you could was move around, there were no mechanics.
September 6th, 2011 was when I began my 'game' later to be named Desolus.
When people ask, "How long have you been working on this?"
I usually (currently) answer with, "four years or four months, depending on perspective."
---
If the game, and my skill as a developer, has shown such exponential growth; what happens if I show the game too early?
What if the game isn't ready?
Would I be a victim of the hype train if the game succeeds?
Hype can be toxic. Look at Phil Fish, FEZ originated from this very forum.
However, despite his success, he burnt out with a spectacular causticity.
However, even *thinking* your game can succeed to that degree could come with a corrosive arrogance, which I try to strongly avoid.
But if you don't believe in your game, if you don't have unwavering faith in your potential success, who will?The alternative outcome of an indie dev is that all of your passion and fire fizzes into the vast ocean of reality.
Nobody knows about your game. The world is too big, the indie market is too saturated.
That thought comes with a certain unsettling nihilism, however, it also comes with a freedom.
If nobody knows/cares about your game.... you can do whatever you want.
However, that doesn't change that indie games can be inherently poisonous to their creators.
For example, Alexander Bruce (from what I've gathered) went through severe depression and isolation when developing Antichamber.
If you haven't seen his
GDC talk it's a must watch.
There are *so many developers* that go/will go/have gone through this.
When you put so much effort into something, you will indubitably doubt its success, perhaps leading to depression.
----
The point of why I'm writing this is that game development is f**king hard.
Success is derived from hours, days, months, and years of work.
Even after all of that work, there is a strong chance you will still fail.
Even if you experience a well deserved success, life events could
rob you of that happiness you deserve.I'm not complaining.
I chose this reality.
I love my game.I come home from work, and I escape into a reality I've created, where anything is possible.
Perhaps this is a bit too 'personal' for the Internet.
However, I needed to clear my thoughts.
I least take solace that other developers likely feel similar about their games.
If you're struggling as an indie and reading this, you're not alone.