- Being indie means leveraging nonstandard channels towards marketing your brand
- no, really, if you can't spend money on marketing, you chase the social networks
twitch is probably overrated right now but can't hurt - the player could probably use more feedback on whatever just happened
- if you use unity change to C# right now javascript mode is a joke and nobody will respect you
learn C# it's easy and useful for now - unity tip: avoid using SendMessage and GetComponentsInChildren. use them as sparingly as possible
link to objs with public vars, call functions directly
easier to debug - unity tip 2: Window > Profiler > Deep Profile
now you can find out what the hell is taking up so much memory - have some way to enable log files on your release build
you'll eventually need to ask someone with an arcane bug to send you a log file - if you're coding by yourself, use at least dropbox. if you're in a team, use at least svn
- keep in mind what code is called once per second, once per frame, 1000 times per frame
when you need to optimize, optimize the last one - surprise the player. scare them, make them laugh, whatever
- from oleivar rudi: "If you've never released on console before you should under NO CIRCUMSTANCES attempt a multiplatform release"
- good story doesn't affect a game's success all that much
but good CHARACTERS, oh boy - it's surprisingly easy to become a company's foremost expert in any given subfield (like, say, facebook integration)
- you should probably have started thinking about localization earlier in the project
- you should probably have started thinking about audio earlier in the project
you should probably have started thinking about audio localization earlier in the projectthis one is okay you don't have to think about this- Perlin Hill Zone - everyone's first foray into procedural generation. Rolling green hills with maybe scattered trees
please go further - the average estimation of development time for a game assumes there will be zero innovation
prototype those novel systems - don't be afraid of being a bit pretentious
pretentiousness gets awards - a lot of game success hinges on unknowable factors so don't take it personally
- if you think anyone can do QA you haven't worked with a good QA person
- friends/fans don't do QA. they let you learn how popular and how intuitive the game is, and you learn if the game works in Safari
- SOMEONE on the project needs to know what the end goal is, or you don't have a project yet
you'd think that'd be obvious, but