General > Discussion
Donation driven development
torch:
--- Quote from: Derek on April 15, 2009, 15:39 ---Even if the graphics were crudely implemented to begin with (hint: just hack something out in your spare time), you should see a big increase in the number of followers!
--- End quote ---
Thirded, and isn't there that beautiful graphic set over in the graphics thread. That would look so cool.
DoomRL has REAL atmosphere with the sounds and ASCII representation. It feels great and plays very well. I think if new people saw the graphics it would tempt them into trying the game out and the game play would make them come back for more. You could have some really nice screenshots over at TIGSource for example.
IMHO, I think I would write an engine that could work with the graphics. Forget making all the levels, just have one level to start with, cram in a random bunch of bad guys and release that.
1) Tell your chosen indie site that you are going for graphics and get them a screenshot of the tileset.
2) A week or so later, release your one level design so now there is a screenshot of the graphics in action.
3) Work on implementing more of the game, a DoomRL Lite with some levels and a sense of progression, release that.
4) Release the game in it's entirety. This gradual progression will keep you in the public eye for a few weeks, should interest a lot of people.
Having said all that...
Good luck with the PhD, to be honest, I want to hear that is going well rather than this tileset idea.
Edit: PhD, not PHD. I'm such an uncultured swine.
Kornel Kisielewicz:
--- Quote from: torch on May 07, 2009, 02:55 ---1) Tell your chosen indie site that you are going for graphics and get them a screenshot of the tileset.
2) A week or so later, release your one level design so now there is a screenshot of the graphics in action.
3) Work on implementing more of the game, a DoomRL Lite with some levels and a sense of progression, release that.
4) Release the game in it's entirety. This gradual progression will keep you in the public eye for a few weeks, should interest a lot of people.
--- End quote ---
Basically what you're suggesting is DoomRL2, written from scratch, right? :)
Tavana:
--- Quote from: Kornel Kisielewicz on May 08, 2009, 02:36 ---Basically what you're suggesting is DoomRL2, written from scratch, right? :)
--- End quote ---
Coding doesn't take more than an hour or two, right? =D
Kornel Kisielewicz:
--- Quote from: Tavana on May 08, 2009, 03:06 ---Coding doesn't take more than an hour or two, right? =D
--- End quote ---
I need libNeko for that, and that's where you can help ;-).
torch:
--- Quote from: Kornel Kisielewicz on May 08, 2009, 02:36 ---Basically what you're suggesting is DoomRL2, written from scratch, right? :)
--- End quote ---
Would you? That would be great. :D
Argh! I misunderstood a previous post, I forgot Berserk! had graphics and that was Free Pascal as well. I mistakenly thought you would be looking at having to port all the Free Pascal code into a new language that handled the graphics better.
--- Quote from: Tavana on May 08, 2009, 03:06 ---Coding doesn't take more than an hour or two, right? =D
--- End quote ---
I have no answer to that other than I know better...
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