5 Mistakes I Made As An Indie Dev-And How To Avoid Them
“The wise learn from their mistakes. The exceptionally wise learn from the mistakes of others.”
-some guy from Fablehaven I’m probably quoting incorrectly
Welcome to the beginning of a brand new 12 Days of Tumblr! I had fun with this last year, so I’m bringing it back-as the title suggests, one post every day through the 12 days of Christmas! Stick around for everything from extra game lore, tips and tricks on bringing your own stories to life, my goals going into the new year, and even a little bit about my personal life!
Now on to the topic of today’s post-5 mistakes I made while making games, and how to avoid them!
I’m sure many of you are familiar with this! Procrastination is a problem most of us struggle with. Interestingly, even procrastination can be good in some instances-helping you get more time to refine ideas before you execute them-but of course, then there’s procrastinating too much, and that’s what I did. (Let’s be honest… I still do! But I’m working on changing that.) It’s a problem with many aspects of my life from classes to cleaning, but here let’s focus on how it affected my games. It’s deceptive at first because I wouldn’t neglect my games completely-I would work on them little by little throughout the time allotted for a game jam. The problem was, I wouldn’t work enough. I waited until close to the deadline to really get serious, sometimes having to cut corners.
This and another problem on this list really held my third game back from it’s full potential-Like Veins Beneath The Town. I had to rush the puzzles without thorough testing, I had to rush the art causing a slight dip in quality with things like shading, and I had to cut some content just to meet the deadline. What can you do to avoid this? There are tons of tips out there and I’m no expert, but I’ll say this: make a schedule. It’s hard to hear and harder to stick to, but it has to be done. It can be according to the time you’ll spend each day working on it, or according to the progress you should be making throughout your time slot (for example, “have sprites done Monday, first level by Wednesday, art by Friday” or something like that). Is your game a hobby without a deadline? Then make an easy schedule! But if you don’t have a schedule at all, odds are you won’t finish. Once you have a schedule, it takes some getting used to-but once you’re used to it, it will make everything better! Make good habits, make good progress! Make bad habits… make bad progress. Make inconsistent habits, make inconsistent progress. You can always edit your schedule if it’s not working for you, but do yourself a favor and at least have one! Your game will thank you!!!
I ignored this one until it caught up to me as I was working on the fourth game, A Hollow Harvest. A plugin I used changed a map’s info and made it so I couldn’t load up the game-and when I tried to fix that by tampering with the map files, I LOST EVERYTHING. What saved me was a test copy I already had uploaded on my website-I was able to download it and save most of my progress, thank goodness. But it could have been much, muchworse.
Why did I ignore making backups all this time? Pretty simple: it was tedious and I was lazy. Why would I stop what I was doing to make an extra copy when I could make more progress instead? But it only takes about a minute-upload it to a cloud, or deploy an extra copy to your computer (even better if you keep a backup in a usb in case something happens to your computer). You don’t even have to make one every time you work on your game, but think about how much progress you can stand the idea of losing and adjust your backup frequency accordingly. Even I was relatively lucky-others have lost entire projects. Learn from my mistake and keep your work safe!
3-Not creating an outline
This one’s controversial, because let’s face it: outlines aren’t fun. Many people, including myself, find it much more fun and mysterious to make things as you go along-but if you want your game to succeed, be it for time or continuity issues, you’ll greatly improve your chances by going in with a plan. I’m doing alright when it comes to making them now, but it wasn’t that way when I started, and the development process was a lot harder for it!
How you make your outline greatly depends, but think of it as organization. You can make it pretty barebones (I often do), just be sure to have a clear idea of how the game is going to start, how it is going to end, and what needs to happen to get there. For example, my outlines are often a list of the game’s levels and the major events that happen in them. In They Watch From The Walls for instance, I would have where the keys would be in a room, and what rooms would have the Pumpkin keys. It can be that simple! Of course more details will serve you better, but on the flipside don’t over plan or it’ll be hard to adjust the rest of the story to any changes you might make.
4-Overestimating my skill
Here we get to a problem in the content of my game itself. In Like Veins Beneath The Town, I made a boss fight with very broken mechanics. It started because I overestimated my programming skill-saw someone else do it well in their game and thought I could easily make one too-and then, combining with my procrastination, I had to stick to it when I ran out of time to either refine the idea or sub it out with a different climax. Make sure you have a basic idea of how to do everything you plan on making. For this reason, if you can help it, I highly recommend starting with a non-public practice project. I made pieces of a few different games before I started my first public project (The Well Speaks To Me), so by the time I had to do it for real I had a decent understanding of how to make text, art, and basic events. After that, test complicated ideas before you commit to them! You don’t have to polish them at all-if you’re testing a chase mechanic, test it on a blank map full of grass and make sure it works. This will make everything go so much smoother!
5-Inconsistent Posting Schedule
Now this one is only for people who are trying to grow an audience. If your game is a fun hobby project or something to show off to your friends, don’t worry about this! But if like me, you want to grow a large player base (or even sell your games one day!) then this is crucial: Post to your social medias consistently! I failed to do this in everything but my last 12 Days of Tumblr… yikes! (One more new years resolution, I guess!)
Now a lot of you might hate this part of being a developer. I completely understand-on one hand, I love interacting with my players through comments and such, but on the other hand, I hate being tied down to social media every so often. What I recommend is to start small. At least a post a week is most optimal, but if you’re not there yet, try holding yourself to a post every two weeks. I let my social medias thrive with content as soon as I had any and then die for a few months at a time-which is terrible!!! Never do that if you’re serious about marketing!!!
In conclusion, know your skill, make a plan and a schedule, follow through-and post about your progress along the way to keep your players excited! Make backups, don't procrastinate. These five basic tips can help you no matter what type of game you're making. Have other tips and advice for developers? Comment them on this post! And of course, if you guys like this then I can write more advice like this in the future. Hope it helps you-and happy game making!