I was listening to the last episode of The Business of Videogames podcast by Shams Jorjani and Fernando Rizo (this is literally the best podcast for indies that nobody seems to know about), and they had Paul Kilduff-Taylor as a guest, the founder of Mode 7 who has been into gamedev for more than 20 years. On the podcast, he talked about an article he wrote a while ago where he laid out 42 tips on gamedev (title of the article is: 42 Essential Game Dev Tips That Are Immutably Correct and Must Never Be Disputed by Anyone Ever At Any Time!). During the podcast, he is pressed on some of the tips (e.g. the one on no genre is ever dead) and goes into more depth on why he thinks that way. 我正在收听 Shams Jorjani 和 Fernando Rizo 的 The Business of Videogames 播客的最后一集(这实际上是似乎没有人知道的独立游戏的最佳播客),他们邀请了 Paul Kilduff-Taylor 作为嘉宾,他是 Mode 7 的创始人,从事游戏开发已有 20 多年。在播客中,他谈到了他不久前写的一篇文章 ,其中列出了 42 个关于游戏开发的技巧(文章的标题是:42 个基本的游戏开发技巧,这些技巧是永恒正确的,任何时候都不能被任何人争论! 在播客中,他被追问了一些技巧(例如,The One on No Genre 永远不会死),并更深入地解释了他为什么会这样想。
Here are the 42 tips he wrote. Which ones hit home for you, and which ones you strongly disagree with? 以下是他写的 42 个提示。哪些建议对你来说很切中要害,哪些你强烈不同意?
Use source control or at least make regular backups 使用源代码控制或至少进行定期备份
Your game is likely both too boring and too shallow 你的游戏可能既无聊又肤浅
Your pitch should include a budget 你的推销应该包括一个预算
Your budget should be justifiable using non-outlier comparators 使用非异常值比较器,您的预算应该是合理的
A stupid idea that would make your friends laugh is often a great concept 一个会让你的朋友发笑的愚蠢想法往往是一个很棒的概念
Criticise a game you hate by making a good version of it 通过制作一个好的版本来批评你讨厌的游戏
Changing a core mechanic usually means that you need a new ground-up design 改变核心机制通常代表你需要一个新的全新设计
Design documents are only bad because most people write them badly 设计文档之所以糟糕,只是因为大多数人写得都很糟糕
Make the smallest viable prototype in each iteration 在每次迭代中制作最小的可行原型
Players need an objective even if they are looking to be distracted from it 玩家需要一个目标,即使他们希望分散注意力
No genre is ever dead or oversaturated 没有一种类型会消亡或过度饱和
Games in difficult categories need to be doing something truly exceptional 困难类别的游戏需要做一些真正出色的事情
Learn the history of games 了解游戏的历史
Forget the history of games! Unpredictable novelty arises every year 忘掉游戏的历史吧!每年都会出现不可预测的新奇事物
Great games have been made by both amazing and terrible coders 出色的游戏是由出色的和糟糕的程序员制作的
Be as messy as you want to get your game design locked… 想怎么乱就怎么乱就锁定你的游戏设计……
…then think about readability, performance, extensibility, modularity, portability… …
Procedural generation is a stylistic choice not a cost-reduction methodology 程序生成是一种风格选择,而不是一种降低成本的方法
Depth is almost always more important than UX 深度几乎总是比用户体验更重要
Plan for exit even if you plan to never exit 即使您打算永远不退出,也要计划退出
Your opinion of DLC is likely not based on data 您对 DLC 的看法可能并非基于数据
There’s no point owning your IP unless you use it, license it or sell your company 除非您使用、许可或出售您的公司,否则拥有您的 IP 是没有意义的
PR will always matter but most devs don’t understand what PR is PR 永远很重要,但大多数开发人员不理解 PR 是什么
People want to hear about even the most mundane parts of your dev process 人们甚至希望听到您的开发过程中最平凡的部分
Be grateful when you win awards and gracious (or silent) when you don’t 当你得奖时要感恩,得奖时要亲切(或沉默)
Announce your game and launch your Steam page simultaneously 宣布您的游戏并同时启动您的 Steam 页面
Get your Steam tags right 正确获取您的 Steam 标签
Make sure your announcement trailer destroys its intended audience 确保您的公告预告片会破坏其目标受众
Excite, intrigue, inspire with possibilities 兴奋、阴谋、激发可能性
Your announcement is an invitation to your game’s community 您的公告是对您游戏社区的邀请
Make “be respectful” a community rule and enforce it vigorously 将“尊重”作为一项社区规则并大力执行
Celebrate great community members 赞美优秀的社区成员
Post updates at minimum once per month 至少每月发布一次更新
Community trust is established by correctly calling your shots 通过正确发号施令来建立社区信任
Find an accountant who understands games 找一个懂游戏的会计
Understand salaries, dividends and pension contributions fully 全面了解工资、股息和养老金缴款
Find a lawyer you can trust with anything 找一个你可以信任的律师
Read contracts as if the identity of the counterparty was unknown to you 阅读合同,就好像您不知道交易对手的身份一样
A publisher without a defined advantage is just expensive money 没有明确优势的出版商只是昂贵的钱
Just because you had a bad publisher once doesn’t mean all publishers are bad 仅仅因为你曾经有一个糟糕的出版商,并不意味着所有的出版商都是坏的
“Get publisher money” is hustling. “Make a profitable game” is a real ambition “获得发行商的钱”是喧嚣的。“做一个有利可图的游戏”是一个真正的雄心壮志
Keep trying - be specific, optimistic and generous 不断尝试 - 具体、乐观和慷慨