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GAF Indie Game Development Thread 2: High Res Work for Low Res Pay

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bsp

Member
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP

d1JyjmL.png


U6xRnOX.png


also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..

y6zOfN3.gif
 
I encourage people to avoid early access all together. On both ends.

Even the "good" early access, like Darkest Dungeon (supposedly -- I haven't played it yet) I would rather just wait for the final game.

Yeah. There have been probably a dozen games in early access that piqued my interest, but I told myself to wait until it came out for real. Then I subsequently forgot about or lost interest in those games. So now I've stopped expressly paying attention to EA games.


redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP

d1JyjmL.png


U6xRnOX.png


also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..

y6zOfN3.gif

I love the colors here! I'll be interested to see if it holds up during a day/night cycle. Those are kind of notorious for lots of meh tweens.
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Maybe it's a west coast problem, but I hate Screenshot Saturday more with every passing week. Not in theory, but in practice. All day long I think to myself "I can't wait to show off what I'm working on when I'm done tonight," and then I work into the wee hours of the night. And 2 or 3AM Sunday morning, when I'm finally closing up and have something to show, it's not Saturday anywhere anymore and I'm so exhausted and just fed up.

I guess I need to be okay with showing off before I'm done for the day.

Screenshot sunday is an alliteration, too, so you do not need to feel the pressure to post on saturday :).
 
As a side project I've been meaning to design a simple simulator game for Mobile. I have an Android phone so what's a good guide to get started? I am quite proficient at C# so there are similar things to Java, it will be simple to get into. Of course I come from business app development but I want to try my hand at this for fun. Any suggestions? Guides? Tools?

Well, I suppose it depends on what kind of simulator but... Unity is a solid all-purpose engine, it supports Android, and it uses C#, so that seems like a good fit. There are a bunch of tutorials on their site to get you started, and googling will give you a ton more.
 

anteevy

Member
Thanks! if you want a quick rundown of which devs will be throwing their characters in my game: http://absinthegames.com/friends-of-ours/
All but 2 of them are. Tim and Seb are the two that aren't. The rest I won't be revealing who they are bringing to the game but it's goodness, for sure.

Your video looks ace, IMO. It's just a hair over minute, the music is excellent and it showcases gameplay nicely. You can understand the game just from the video which is great.
Ah, cool! And good to hear you like the trailer. :)
 

_machine

Member
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP

d1JyjmL.png


also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..
That looks great! The lighting definitely looks better compared to the older screenshots and I would love to see a day/night cycle.

Haha, you've had problems with them, too? I built my whole level hub / main menu system with 3D UMG widgets and... that was not a good idea. Every 20th time or something the map just crashed after loading (as soon as a widget was rendered). Found somebody on the Answerhub with the same problem and the solution was to remove all 3D UMG widgets.... great. Took me about a week to remove everything related to those, but at least the crashes are gone. At one time I even wrote a script that just reloads the map in a loop until it crashes so I can check if the bug is still there. :D Game looks great by the way, I love the art style & use of colors.
Thanks! And yeah, we had the same crashes even though we had tried to clean it properly on our own. In hindsight, we should have planned and left more time for iteration for our menu design as headrushing into it wasn't the best decision. Though it was mainly my fault for accepting way too low estimations and quick dev cycle for it, which lead to these decision.

I've reworked some parts of the trailer based on GAF feedback, including shortening some scenes and putting the quotes on separate screens. Would like to hear some feedback again. :)
I think putting the quotes on separate screens works really well and overall looks really good. I'd personally like for it be a little shorter since I got the idea really quickly (though knowing the game beforehand helps) and I usually prefer shorter videos. Though it's well cut already, it's a very small thing I that I personally noticed.
 

anteevy

Member
I think putting the quotes on separate screens works really well and overall looks really good. I'd personally like for it be a little shorter since I got the idea really quickly (though knowing the game beforehand helps) and I usually prefer shorter videos. Though it's well cut already, it's a very small thing I that I personally noticed.
Thanks for the feedback! I think it's always hard to find the right length for a trailer. Too short and somebody who didn't know anything about the game before watching the trailer may still be uncertain about how it plays. With this one, I want to show the different aspects of the game (rhythm/music, speed, puzzles, puns), while still being more of a teaser trailer with the scenes mixed together (instead of a full, structured trailer that goes through one aspect after the another).
 
So here's a quick look at just the enemies I believe we have shown. I can't remember all of them we have shown in some form or another. This is a small fraction of the enemies we have. We have a lot more finished that we haven't shown which are more level-specific, lots more mini-bosses and of course, bosses.

mainframeone_enemies.png


-

Good to see you announce - I'm a bit sick at the moment so haven't had a chance to catch up with it all. You streaming again soon?

Done a couple of tweaks to the second level - moving on to the third next...
UlqfGPw.gif
Thanks, man. Streaming eventually - probably this week.

Good to see you back at it and loving the look here.

Looks awesome, looking forward to it!!

Lookin' good and chaotic. Will definitely keep an eye on this..
Thanks guys! I appreciate it!
 

mStudios

Member
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP

d1JyjmL.png


U6xRnOX.png


also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..

y6zOfN3.gif

Hey, it looks amazing!

Quick question tho, I haven't done 3D. Are those basic shapes (such as rectangles, squares, etc) with textures applied to them?

I mean, I want to do some 3D models with a tone of pixelart. But I'm not sure how to do them.

something like this:

lowpoly_mech_anim.gif
 

bsp

Member
I love the colors here! I'll be interested to see if it holds up during a day/night cycle. Those are kind of notorious for lots of meh tweens.

Heh yeah, getting a nice and consistent transition will probably take a bit of work. Thanks :)

Your game just looks better and better. Your colours are on point.

Thanks mate :)

That looks great! The lighting definitely looks better compared to the older screenshots and I would love to see a day/night cycle.

Thanks!

Hey, it looks amazing!

Quick question tho, I haven't done 3D. Are those basic shapes (such as rectangles, squares, etc) with textures applied to them?

I mean, I want to do some 3D models with a tone of pixelart. But I'm not sure how to do them.

So most of our walls and ceilings and floors (which I will refer to as "level geo") is actually constructed in the editor using ProBuilder. It allows you to drop in highly editable cubes and other primitives and start building maps. This tool also allows you to apply textures in a number of ways, so we have a few different tileables (made in Photoshop) that get applied to the level geo. Here is a demo where I drop in a cube (CTRL + K), go into edit mode (G), and move some vertices around. In the end I drag on a tileable texture I already had made (a tiling wood panel texture).

3kf9hRq.gif


Detail props like food, equipment, furniture, etc I still model in 3ds Max and then export to Unity.

Edit: Just saw your edit! The most important thing to get the pixelated textures on 3D is to use Point Filtering/Nearest Neighbor filtering on your textures. This renders them as 100% crisp and no interpolation is preformed to smooth them out. Use a texture resolution of like 128x128 with point filtering and you're on your way.
 

Five

Banned
I'm trying to get back into it after a few months focusing on other things. Thanks for remembering me :)

Hey, I miss seeing your stuff too! I hope you're doing alright.


Screenshot sunday is an alliteration, too, so you do not need to feel the pressure to post on saturday :).

Good point! Sunday proper tends to be really busy for me, but I guess I could just post late Saturday and admit it's actually Sunday.
 
I think I comment on your game every time (or at least I mean to) but this is still so gorgeous, and I love big area-of-effect attacks like that goop. Keep up the good work!

Haha thanks! I do appreciate it every time you comment :)

So we've been deliberating for a while about switching the game over to perspective instead of an orthographic camera. The reason being is we gain a lot of depth and 'feel' to the game, in terms of scale and player perception when moving round the world. The reason we stuck to ortho was simply to hold on to it's 2D roots, but in retrospect, i think it was a silly thing to get attached to. I recorded a super quick video in the editor, so take a look at the new test!

https://youtu.be/PYT9z52ybUw
 

Five

Banned
Haha thanks! I do appreciate it every time you comment :)

So we've been deliberating for a while about switching the game over to perspective instead of an orthographic camera. The reason being is we gain a lot of depth and 'feel' to the game, in terms of scale and player perception when moving round the world. The reason we stuck to ortho was simply to hold on to it's 2D roots, but in retrospect, i think it was a silly thing to get attached to. I recorded a super quick video in the editor, so take a look at the new test!

https://youtu.be/PYT9z52ybUw

I'm partial to the orthogonal projection, but I'm hard pressed to come up with a valid reason. It's probably because the standard perspective projection feels just so—standard. To be clear, I don't think the perspective projection looks in any way bad. Rather, I personally find it less interesting.
 
I'm partial to the orthogonal projection, but I'm hard pressed to come up with a valid reason. It's probably because the standard perspective projection feels just so—standard. To be clear, I don't think the perspective projection looks in any way bad. Rather, I personally find it less interesting.

Those definitely are valid points. They're reasons why we aren't 100% on switching quite yet. The game definitely looks more Diablo 3/Helldivers in this mode (not a bad thing, but more 'standard' as you said), but i just think the pros of what we can accomplish it might outweigh sticking to orthographic. I like both camera types so booooooo

The game just runs better as well, since we can use deferred properly.
 

Five

Banned
Those definitely are valid points. They're reasons why we aren't 100% on switching quite yet. The game definitely looks more Diablo 3/Helldivers in this mode (not a bad thing, but more 'standard' as you said), but i just think the pros of what we can accomplish it might outweigh sticking to orthographic. I like both camera types so booooooo

The game just runs better as well, since we can use deferred properly.

Have you considered making it an option? I know that's kind of a cop out, deferring the game design to the player instead of having a unique vision. Or would it break the game since some designs might only work with perspective projection?
 
Have you considered making it an option? I know that's kind of a cop out, deferring the game design to the player instead of having a unique vision. Or would it break the game since some designs might only work with perspective projection?

That could be a solution. The game design hasn't changed in any way, nor the level design. It might be a huge hassle right now, but we could definitely explore it as a post-release option if we switch over to it!
 

Kalentan

Member
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP

d1JyjmL.png


U6xRnOX.png


also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..

y6zOfN3.gif

Okay what is this and when can I buy it?
 

GulAtiCa

Member
While working on some somewhat bigger games. Been experimenting with some smaller games in-between. A small Arcade Asteroid like game.

Presented completely without graphics: http://beta.zenfaproductions.com/spaceattack/

I can see it going somewhere. Plan to keep working on it and release it eventually. (Will need graphics & sound obviously)

During my testing, accidentally gave the enemy ships gravity. Caused a funny effect to rockets. :lol
BXJHaw.gif
 

GioG

Neo Member
Working on a game named Hex Phase; you rotate a giant hexagon and match things like a puzzle game of sorts. Some gameplay:

Trailer Sort of

Regular -http://i.imgur.com/G5i3zTQ.gifv
Super -http://i.imgur.com/QcYt0t9.gifv
Deluxe -http://i.imgur.com/hiiVmYY.gifv

lkwGaIL.png

feZA8PE.gif
fHRzL5e.png

0vxnCCj.gif
kwcoav9.png

zzdWXhJ.gif
tQroYLC.png


Currently finishing up some bug testing, but hopefully it'll be out in a week or two. Gonna release to PC and Android and some other stuff that Unity does.
 

-COOLIO-

The Everyman
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
 

GulAtiCa

Member
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

Yep. I have a full time job (programming websites). So I usually code my stuff when I'm home after work and on weekends. Can get tough. Since I do this all day long for work, sometimes I'm less interested in continuing to code more. So Energy can be down a little. Even more so if I'm currently in the middle of a new game that just came out/etc. This was a huge issue for me when Dark Souls 2 came out and when Minecraft PS4 came out. lol

During my more active stages, I am constantly working, filled with energy. I find myself doing more if I switch been projects, which is what I spent last few weekends on, just experimenting with different concepts.

Weekends are usually my best time to get things done. I usually program while watching College Football on the weekends.
 

Five

Banned
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

Not as soon as I get home, no. I try to unwind a little and eat dinner. Plus, I often have other plans for the evening. Saturdays are when I get the most work done.
 
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?
I work 50-60 hours per week on my day job. I train 6 days per week when I get home (hour per day). I work on my game 4 days per week. Its rough but its what needs to be done.

I keep my energy levels up by eating right and maintaining my training. Staying physically healthy improves mental focus.

I set myself a schedule and stick to it, for the most part. Sometimes things come up and I need to alter but I make sure to reschedule to keep my weekly time in.
 

JeffG

Member
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

If I am on the bench at work, I will do game work. Otherwise I will put some hours on the weekend.

I don't rush it. I have no pending timetable to be done. I want to have a POC done by xmas and then start on the "real" thing.
 

taoofjord

Member
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP

d1JyjmL.png


U6xRnOX.png


also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..

y6zOfN3.gif

Your game is gorgeous! I'm looking forward to playing it.
 

Lautaro

Member
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

Weekends only for me and its being hard to motivate myself. Luckily the game is mostly finished (its in Early Access) so I just need to work in patches.

I don't think there's a trick really, you just need to use some self-discipline.
 
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

I'm a full time game developer at a pretty big company.

When I come home, I wind down for about an hour, then try to get in at least one or two good hours on my own game. I have to work every day, because otherwise, I'll never finish this project.

Lately, though, I haven't been making a ton of progress, simply because of the sheer complexity of what it is I'm trying to do. Specifically, I'm trying to rework my Unreal Engine 4 game to use GGPO netcode.
 
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

Yup, I've been working fulltime as a cocktail bartender since I left AAA last year. My hours are very erratic so I only usually get 2 full days on the game a week aside from the random couple of hours I can find here and there.

I find I work best if I'm in a hangout call with the rest of the team as it makes that responsibility feel ever more present, giving me no excuse to slack. Though again, most of it is through self-discipline, as everyone lives in different timezones, so it's hard to align dev sessions.

I also need time to maintain my social life and gym commitments, so it's definitely hard work!
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
anteevy, I like your new trailer and the game looks really fun, especially since I'm a huge Monkey Ball fan. Are you planning a console release?
 
Well, I've got the pathfinding working in grid display form, but actually making an actor move accordingly is still something of a tricky process. And the links aren't really working as they should, either, which is very strange.


redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP

d1JyjmL.png


U6xRnOX.png


also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..

y6zOfN3.gif

Wow, that is stunning. This game just keeps looking more and more incredible.
 

anteevy

Member
anteevy, I like your new trailer and the game looks really fun, especially since I'm a huge Monkey Ball fan. Are you planning a console release?
Thanks! Yes, eventually I'd like to get on PS4/XBONE, but for the moment I'm focusing on getting it released on Steam (Windows/Linux/Mac). Not sure if XBONE will even be possible afterwards because of that parity clause stuff, but a parallel release would mean I'd have to push the Steam version back a few months and I don't want to do that.

Shockingly I've never played Monkey Ball haha. For the game, the main inspiration (and my favorite ball game) is Rollin: https://www.youtube.com/watch?v=f0bFDUZc81o Of the more "recent" and well-known games, it's Ballance and Switchball. :) Currently, I'm sucking hard at playing Marble Blast Platinum.
 

Jobbs

Banned
You fucker. Now I need to change my EMP effect for one of my bosses :( Although I use more interlacing instead of grain. Still the same white flash.

Looks good though XD Works really well although I'd like to see a bit more disorientation.

If it's a good idea I probably thought of it first!

I've always liked "bosses" that are humanoids rather than some giant monstrosity (although giant monstrosities also have their place).

This one has a variety of moves, and I've been working on scripting them all night.

She also can run faster than the player (not to mention jump really high).

http://www.gfycat.com/CourageousEllipticalDuckbillplatypus
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Thanks! Yes, eventually I'd like to get on PS4/XBONE, but for the moment I'm focusing on getting it released on Steam (Windows/Linux/Mac). Not sure if XBONE will even be possible afterwards because of that parity clause stuff, but a parallel release would mean I'd have to push the Steam version back a few months and I don't want to do that.

Shockingly I've never played Monkey Ball haha. For the game, the main inspiration (and my favorite ball game) is Rollin: https://www.youtube.com/watch?v=f0bFDUZc81o Of the more "recent" and well-known games, it's Ballance and Switchball. :) Currently, I'm sucking hard at playing Marble Blast Platinum.
A slong as you don't release it after the PS4 version I cannot imagine Microsoft having a problem with that. Porting from PC happens all the time, doesn't it? Since you like ball rolling games I assume, you really should play Super Monkey Ball (the original on GameCube). It's not only my favourite ball rolling game, it also one of my all-time favourite games. Arcade perfection.
 

Blizzard

Banned
I did a flashbang effect. Just a mix of grain, chromatic aberration, and white overlay.

http://www.gfycat.com/PoorHeavyAegeancat
You fucker. Now I need to change my EMP effect for one of my bosses :( Although I use more interlacing instead of grain. Still the same white flash.

Looks good though XD Works really well although I'd like to see a bit more disorientation.
I play a lot of CSGO and I wish it had this option -- it would be awesome if developers would consider an optional setting that would make black screen flashes instead of white flashes. I feel like that's much less of a seizure risk for people who are affected by such things, and nicer than "just avoid games completely", though I guess maybe that's the proper approach.
 
If it's a good idea I probably thought of it first!

I've always liked "bosses" that are humanoids rather than some giant monstrosity (although giant monstrosities also have their place).

This one has a variety of moves, and I've been working on scripting them all night.

She also can run faster than the player (not to mention jump really high).

http://www.gfycat.com/CourageousEllipticalDuckbillplatypus
No you DIDN'T!

And monstrosity? You talking shit about my game? HUH?! Your game fits for more humanoid stuff since I see a lot of humanoid like shapes. Makes sense.

I play a lot of CSGO and I wish it had this option -- it would be awesome if developers would consider an optional setting that would make black screen flashes instead of white flashes. I feel like that's much less of a seizure risk for people who are affected by such things, and nicer than "just avoid games completely", though I guess maybe that's the proper approach.
This is another interesting approach. I could do some thing different like rewrite my old tile/color separation shader Unity 5 broke on me. Use that to some degree. Then it wouldn't look like I'm copying the only cool thing in Jobbs' game since he is a bad.
 

Blizzard

Banned
This is another interesting approach. I could do some thing different like rewrite my old tile/color separation shader Unity 5 broke on me. Use that to some degree. Then it wouldn't look like I'm copying the only cool thing in Jobbs' game since he is a bad.
One other game that I really wish had an option is Guacamelee. I love the game except for one tiny detail. The power-up screen has this crazy solid color rapid flash effect that makes me shield my eyes or look away, it's so uncomfortable. I don't feel like it adds anything else to the game or mood other than making that one occasional GUI screen extra crazy, and I wish there were a way to turn it off for the few people it bothers.
 

_machine

Member
Meet Minttu, close range executioner:

We will hopefully be done with some of the menu rework stuff and fixed some more of the critical crashes so progress is going steadily towards launch, though with launch trailer, hundreds of mails to be sent and tons of QA work left I can't say I've done my job well enough to avoid working at least a few weekends for the launch. On the other hand, we had an experienced producer visit us who had gone through proper death march and apparently we have done a decent enough job on managing our team.
 

Peltz

Member
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

Unfortunately, work got the better of me and I've shelved my project for the time being. I'm not sure if I'll ever finish it at this point. It's been 2 months since I've really worked on it, and now my code looks a bit foreign to me.

I'm also in the running for a great job in my current industry that would require 80 hours per week of my time... If I get it, I won't turn it down, so that'd pretty much be the end of my short little experiment as a game developer.

I feel a bit guilty for turning my back on the project that I loved working on so much :-( .... In the end, external pressures (e.g. family, finances, fatigue, and just overall lack of time) won out.
 
redid the lighting in our tiki tram/hotel connector area. unity 5's direc light + realtime GI is pretty cool. all WIP

d1JyjmL.png


U6xRnOX.png


also messing around with tonemapping and day lighting. once that is done we'll try out a day/night cycle..

y6zOfN3.gif

Everytime I see your game it reminds me of Adventureland at Disneyland. And thats a marvelous thing to remind me of.
 
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

Slow. It can be very slow and consuming but also an escape valve from the repetitive tasks of a day job. I do have one little advantage though (my own office, something not too common nowadays and why I cling to the job) so on those moments when nothing is going on, I usually pull my laptop and have a go at the project. It helps me clearing some stress as well.

On weekends I'm just so exhausted I end up either playing games or going out for walks and just trying to turn off my mind for a bit.

It's not easy...
 

Yoshi

Headmaster of Console Warrior Jugendstrafanstalt
Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

For now progress is good, but not as fast as I would like. The thing is I'm at a point where the systems are all running and I'd need to do level design and pixel art, however, whenever I sit down to do it, I end up thinking "Hm, this part of the code / this feature could be improved in that way" and end up coding again. Thus, I have only made two levels so far (disregarding the demo level). I still am hopeful I can finish the game and get it released some time next year. I will see how this will go when I am really writing down my ph.d. thesis hopefully next year, too, though.
 

Razlo

Member
e7pfCkU.png


Just finished all the various head defense options for Re-Extinction. This isn't all of them, there's 25. Now on to finishing torso and leg defense cards.
 

EDarkness

Member
Fair enough, Sekai Project panel has ended. Official announcement is out.

https://twitter.com/sekaiproject/status/647933740409335808

My VN Yume no Sono (aka, Garden of Dreams) is in the works and this is the teaser trailer for those who dislike Twister:

https://www.youtube.com/watch?v=JM-EW8z-ciI

Given the speed at we scrambled all material (basically, 90 mins before the deadline for the media embargo), damn, this was a close call and I'm very happy with the results!

Looks awesome. Is the whole game gonna be in Japanese?


Anyone working hard at an indie game while working full time?

If so, how's your progress? Do you go at it as soon as you get home? how do you maintain your energy? Weekends only, maybe?

That's me. Progress is slow, but I'm trying to dedicate more time to working on the game. It's just hard since at the end of the day I'm extremely tired. However, if I'm going to meet my deadline of Q1 2016, then I have to speed up the process and not let my fatigue win out. Generally, I take about 30 to 40 minutes to unwind, then get started and work for 4 or 5 hours. These days I'm working longer since I have to meet my deadlines. Juggling everything is just hard, but bills have to be paid. :(
 
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