Game
Starfire
11 years ago

What I did wrong


So as many of you probably realize at this point, I’m new to game development. Very new.

I’m writing this at almost 2 in the morning, so forgive me if I’m a bit jumbled, but I want to talk about what I’m working on over here, while you guys play a rather.. subpar.. experience.

When I was testing this game prior to release, I was seeing what I had accomplished: a clean UI (ish), some really nifty graphics, and a whole system surrounding objectives relating to taking down behemoth ships. Sounds pretty damn cool if you ask me. When I releaed it, I quickly realized something: when the dust settled, my game sucked. Plain and simple. Why? Because my game wasn’t made to be about taking down behemoth ships.

During the whole process I was telling myself “it’s like Battlefront 2, but different” but I never realized what that different actually was that I wanted to convey. Battlefront 2’s space combat’s shortcomings (in my opinion) were because it had you focusing on the stupid objective stuff instead of doing what space battles are awesome for: dogfighting.

Starfire is about dogfighting, and I developed a game that had nothing to do with dogfighting. I made a game where dogfigthing takes a back seat to things that I thought would make the game last longer, or be easier for the player to do: take out these big stupid targets. Literally I made a target practice and tried to sell it as a game. What the fuck? That’s not good! Sure, dogfighting eventually comes into Starfire, but it comes too little and too late.

So what have I been up to? Mostly eating food and enjoying Christmas. But! I’ve been working around how on Earth I’m going to fix this jumbled mess. I’ve stripped literally everything out of this game, and I’m starting over on it. In the past, I’ve just dropped a game once I released it, because I see these glaring holes and I don’t want to touch them ever again. Not this time though. Starfire is my little baby of a game and I’m determined to get it to where I want it to be.

The next update is going to be a long time from now. I don’t know when, I don’t know what it will be like entirely, but I know one thing: it won’t have motherships. Fuck that.



3 comments

Loading...

Next up

This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.

How great is this scene of #Pecaminosa?

#ScreenShotSaturday | #IndieDev | #DigitalArt

So

i may or may not make an full art of some person or i may just leave this like that-

Bandana Dee the Dream Friend

We made a lot of improvements on the Freezing Plains visual. Things like pine trees, tiny bushes, some rocks, and others game props!

#IndieGame | #IndieDev | #GameDev | #PixelArt | #WaifuQuest | #WifeQuest | #screenshotsaturday

Path of Kami: The Evolution of the Lore

Updated the chest in the maze, adding sound, particles and better animation. But what's in the chest?

I mostly build 3D First Person Shooter game mechanics in Unity, and in this I'm just showing C4 mechanics I made for a little side project I am working on! :)

OK, this starts to be too tricky puzzle already :D

#platformer #indiegame #puzzle

Coming Soon...

Some time ago, we posted a screenshot of the Mexico level. A curiosity about it is that, like some other scenarios of the game, it was inspired by a real landscape, The Basaltic Prisms of Santa María Regla. It is one of the natural wonders of the country!