part 1
part 2

  1. Being indie means leveraging nonstandard channels towards marketing your brand
  2. 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
  3. the player could probably use more feedback on whatever just happened

  1. 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
  2. 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
  3. unity tip 2: Window > Profiler > Deep Profile
    now you can find out what the hell is taking up so much memory
  4. 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
  5. if you're coding by yourself, use at least dropbox. if you're in a team, use at least svn
  6. 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
  7. surprise the player. scare them, make them laugh, whatever
  8. from oleivar rudi: "If you've never released on console before you should under NO CIRCUMSTANCES attempt a multiplatform release"
  9. good story doesn't affect a game's success all that much
    but good CHARACTERS, oh boy
  10. it's surprisingly easy to become a company's foremost expert in any given subfield (like, say, facebook integration)
  11. you should probably have started thinking about localization earlier in the project
  12. you should probably have started thinking about audio earlier in the project
  13. you should probably have started thinking about audio localization earlier in the project this one is okay you don't have to think about this
  14. Perlin Hill Zone - everyone's first foray into procedural generation. Rolling green hills with maybe scattered trees
    please go further
  15. the average estimation of development time for a game assumes there will be zero innovation
    prototype those novel systems
  16. don't be afraid of being a bit pretentious
    pretentiousness gets awards
  17. a lot of game success hinges on unknowable factors so don't take it personally
  18. if you think anyone can do QA you haven't worked with a good QA person
  19. 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
  20. 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

part 1
part 2


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in reply to @zaratustra's post:

62b. the game probably doesn't work in Safari

I love Apple but I cannot believe they were serious about making web apps work on the original iPhone when they weren't used for anything internally. Also the main reason the Apple Watch doesn't have much developer attention, Apple engineers don't use WatchKit. SwiftUI has helped a lot on this front though