Naturally we couldn't do 3 games in one, so we did a story thing with the raiders. For example, we had many requests to add in combat and raiders (which would make the game a town, society and combat game in one!). Obviously you want to keep the audience satisfied, but I didn't realise doing nothing can be better than not living up to expectations. It was extremely difficult to do both ideas justice and took an immense amount of work. For example, I slowly realised that Atomic Society was actually two game ideas in one - a society-building one and a town-builder one. Work, family and health get in the way.īut the biggest time-sink was the mistakes that come with making your first ever game. Having release on our website, little did I know it was going take a whole extra 2.5 years of work before the game was ready for its Early Access debut! We had an audience to serve, albeit a tiny but loyal one.Ītomic Society had be finished, no matter what. We would never abandon a game after people had spent money on it. However, there was no turning back after that. So we decided to keep going and released what we had to little fanfare on our website.īut that was great! At least to people who'd never sold something they'd made by hand before. Perhaps they were right, but I was in love with this idea, and we couldn't chuck away 14 months work. Wiser devs have told me since that we should've given up at that point and chosen a different idea. The reception on Steam was much better admittedly, and we cruised through Greenlight, but it was a worrying sign. Our Kickstarter flopped and only earned about £3k. We took this scrappy prototype to Kickstarter with an extremely optimistic £70k fundraising goal and presented the game to the world for the first time.Īnd that's when realised we weren't going to be one of those amazing indie success stories you see in those documentaries. Then after a mere 14 months of learning the ropes, we had something that vaguely resembled a video game, at least if you didn't look too closely, or expect to enjoy it.
![short amharic stories short amharic stories](https://i.ytimg.com/vi/cC7xMCwXA4Y/maxresdefault.jpg)
Now we were getting somewhere: Nick could focus on systems while Adam made the gameplay features. He'd never made a game before either, but he had the right personality, and that's what counts. So it was back to Reddit again.įortunately I struck gold again and found a guy named Adam – who lived across the Atlantic – to join our unpaid ship of fools. It became apparent we were never going to finish a game like Atomic Society if we didn't find a second coder. Things were fun and exciting at first but after about 8 months the sheer scope of the idea started to kick in. Gradually we all adjusted to the new way of life: work by day, game dev by night. We didn't realise it was going to take twice as long. We foolishly pencilled in just 3 years dev time and set to work. It seemed we had all you needed to make a game: A designer/producer type person, a coder, a music guy, and an artist. That was lucky.Īfterwards I contacted an old guildmate from World of Warcraft who made music in his spare time and asked if he’d help us with the soundtrack, if I promised to pay him back later.
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So she went and learnt Blender (a free modelling program) and taught herself 3D art, just like that. Fortunately my wife saw what Nick and I were doing and thought it looked interesting.
![short amharic stories short amharic stories](https://images-na.ssl-images-amazon.com/images/I/71exCQicmYL.jpg)
The next hurdle was finding a 3D artist who would also work for free. Without friendship and ease of communication, we would've never made it. Obviously we haven't, and the one thing that worked was just picking the person I liked the most (Nick), someone I could gel with.
![short amharic stories short amharic stories](https://images-na.ssl-images-amazon.com/images/I/71kFtuYGddL.jpg)
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The internet is full of horror stories about amateur game dev teams falling apart.
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Naturally, I had no idea how to code, so I naïvely went onto Reddit and asked does anybody want to make a game. The indie game market was opening up and I wanted to ride the hype-train. This was only a year after Valve had introduced the Early Access system. I gave it a go and realised even an idiot like me could cobble something together that looked vaguely like a video game at home. Then in 2014, a friend told me about this "free" game engine named Unity. However, 3 years as a tester was enough to convince me I didn't want to work in the AAA games industry, so I moved on with my life, and Atomic Society stayed as a daydream. They didn’t of course, but they did give me a job as a tester instead. About 20 years ago, as a teenager, I pitched it to a British game developer, thinking that they would take ideas from a random person off the street. In a sense, Atomic Society has been decades in the making. I can't believe we've come to this point. The Beginner's Guide to Making a Video Game!