This week I have finished the small fake apps for the mobile phone in the game. I have discovered some bugs with the save file, where most of the thing on the mobile were not saved, and when you load the save you obtain old and new data mixed up (soft lock),
I have discovered some bugs with the save file, where most of the thing for the mobile were not saved, and when you load the save you obtain old and new data mixed up (soft lock). I am reimplementing that part correctly in XML because before it was done with some custom ugly formatting with many separators. The save file is bigger but this doesn’t have much importance. RapidXML is pretty fast so I can have a lot of data without having to worry about it.
I have some random disconnection from the internet which doesn’t help when I need to google some documentation or write an article on this blog for example. Nevertheless, the level 4 is progressing rapidly, each day new stuff is found and done. The save system took most of the weekend, so hopefully it’s finished tonight.
Sometimes I read some depressing stuff about indie games like that.
Some people put everything on the line for one project, and at the end of the development : burnout and quit game development (or take a long break from it).
In my opinion, creating indie games are like writing novels or making paintings you are here for the long run. Success with the first game should not be considered the norm, but some people are lucky enough to have success for their first title : Undertale, Stardew Valley, Limbo, Fez, Dust: An elysian tale, and many others. And journalists create this myth, that anyone who works hard can succeed, only hard work and quality matters.
Well, that’s weird why games should be more accessible than other media? They are some talented writer who works very hard on each of their books and they don’t necessarily became famous during their lifetime. It the same thing with starving artists, there are some other deciding external factors for success. There is no formula for success and all the unknown factors are called luck.
It makes me sad, when I see some people having a big hit (Minecraft, FEZ) and after that retiring from games development. It seems they don’t have enough love for their craft and take the easy path instead. I prefer to think of the courageous people who continue to make games no matter what.