tag:blogger.com,1999:blog-3245128056723135607.post6467000948653015631..comments2023-07-27T01:37:35.495-07:00Comments on SorceryGames Dev: What Quality Level?VoodooChiefhttp://www.blogger.com/profile/05034494031676796112noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-3245128056723135607.post-77761499187802062202010-06-21T10:35:33.804-07:002010-06-21T10:35:33.804-07:00Thanks for the comment Kris,
And i would like to a...Thanks for the comment Kris,<br />And i would like to add 'Boy can one tell what ya did there!'. Your second game really shines through compared to your first, and in no way is that really a bad thing. You learn't and then Chose to be better than last time. Taking a serious look at what you had when you were 'finished' was an excellent thing to do. I really wish al devs would/could do that.<br /><br />Of course i loved Abduction Action, and bought it immediately i saw the quality level. Something i do when looking at Xblig games, i buy the ones that feel like quality, like the dev cared about my experience. <br /><br />Da VoodoochiefVoodooChiefhttps://www.blogger.com/profile/05034494031676796112noreply@blogger.comtag:blogger.com,1999:blog-3245128056723135607.post-75937480471965372842010-06-21T08:18:44.279-07:002010-06-21T08:18:44.279-07:00With my first game Nasty, I was more concentrated ...With my first game Nasty, I was more concentrated on hitting objectives... 100 levels, x numbers of enemies and bosses, co-op play, etc. The job was more mechanical. When it was finished, I release the game. I attribute this mostly to being my first game and not knowing any better.<br /><br />With Abduction Action!, the game was at a point where it was feature complete (all levels / enemies / graphics / features done, all bugs removed). I could easily have released right then and there. But taking a hard look at the game, there were many areas I saw that could use improvement. <br /><br />I took two months to polish the existing game. Updated graphics, tweaked gameplay, etc. The game grew by leaps and bounds. It really amazed me how much better the game was in just a short amount of time despite the fact that I wasn't adding any new features, just refining existing ones. <br /><br />It wasn't easy to put off releasing for that long but the extra time spent on improving the quality of the game really paid off. I do take a lot of pride in what I create (I hope others do as well) and I can say without a doubt I'm proud of this game.Krishttp://www.krissteele.netnoreply@blogger.comtag:blogger.com,1999:blog-3245128056723135607.post-84271639095031349962010-06-20T22:22:43.123-07:002010-06-20T22:22:43.123-07:00Hi matey,
The amazing thing your referenced there ...Hi matey,<br />The amazing thing your referenced there is something i never did in my blog post. Every game a dev puts out is an experimient in what is good bad or worthy. It is nice that we can have second or third or more chances to adjust our views on this subject.<br /><br />Thanks for the excellent reply.<br />Da VoodoochiefVoodooChiefhttps://www.blogger.com/profile/05034494031676796112noreply@blogger.comtag:blogger.com,1999:blog-3245128056723135607.post-40574695446497700292010-06-20T20:06:05.557-07:002010-06-20T20:06:05.557-07:00It's a really good point and I'm definitel...It's a really good point and I'm definitely on your side with it. Now I want to make millions by making games on XBLIG, just like everyone else, but there's a line that I'll never cross because it's not something I want to be known for. We released Nomis: Legacy Islands with quite a few little quirks and I hated that I let it go through even though people mentioned them during review. I just wanted to get it out but a hit to the overall quality didn't strike home with me at the moment. We got the update out a few weeks later and that was the version that should've been released. Lesson learned!FinalMiragehttps://www.blogger.com/profile/15014334853326157085noreply@blogger.com