Occasional Gamer

XNA development blog of Elbert Perez

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The opinions expressed herein are my own personal opinions and do not represent my employer's view in anyway.

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Neo Terra Postmortem

General Thoughts:

 

  1. For this game I tried doing a clone of existing games like Galcon, and adding my own twist to it
  2. I hired an artist to try out outsourcing some of my work
  3. Worked with my roommate as he developed the algorithm for planet placement
  4. Took me 6 months from inception to completion on this project 
  5. The game was well received but the lack of singleplayer beyond skirmishes hurt the game

 

What went right:

 

  1. Hiring the artist to do all the artwork freed me to do programming and gameplay. It also increased the visual appeal of the game
  2. I was working off a established code base which meant I had alot of support functionality built in 
  3. I used my own collision detection and physics. Primarily because I knew exactly what was going to be needed, this freed up CPU cycles to be used somewhere else
  4.  I knew exactly the game mechanics and gameplay. Unlike Gum Drop Celestial Frontier, I had games I can compare against in order to judge quality and figure out what works and what does not

 

What went wrong: 

 

  1.  I did not market the game as well, so I ended up with pretty low sales
  2.  I should have added some sort of single player to increase gameplay time or even hook the people more into the game
  3. Tutorials were not as clear, as well as the game mechanic harder to get into than most games out there

 


Categories: Neo Terra
Posted by Elbert on Wednesday, March 03, 2010 2:58 PM
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