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The Greenlight Game - Part 3

🕑 Added 2016-10-08 01:19:34 +0000 UTC

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hey dan. thanks for all the great content. I own a few ships in star citizen and would very much be willing to let you trash them. I don't have any of the really big ones, so what i could offer are; AEGIS VANGUARD, and AEGIS REDEEMER. Those are sadly the only multi-crew ships i have. Either way, keep the great content coming and thanks again :)

SirMangler

if you've followed his past posts, he makes a mockup concept version of a game in some program which I forgot it's name and then he makes the real thing in Unity or something.

Soronlin

Why not mock up both ideas as quick and dirty as you like -- text i/f, VB/Python,etc. and see which one works.

Your kids don’t like falafel

I sort of agree with Aidan- he doesn't need us to let him and the team have a couple of weeks off; They deserve as long as it takes to sort all this out.

Zachary Orion Lloyd

I think it would be a great thing to expand your game (a little) if you had the time. Since you don't have the time, I think you should just work on creating a game that you would like to play, and that you enjoy. If YOU like it, I imagine other will too, and if they don't, well, fuck them.

Aidan Kenny

I think the procrastinator community should all agree to let Dan and the team have a week or two off from videos, game design, etc. And catch up on "real life stuff" and sleep.

Chris Graden (DinoDoesStuff)

Also, you should remember that this is still one of your first games, so the scope shouldn't be *too* high, but from the main subject of this post you seem to get that.

Chris Graden (DinoDoesStuff)

Do you have a general aim for when you want to release these? From the way it sounds, Systems Nominal will come out earlier, and when you're dealing with greenlight it's probably not the best idea to release two games at once.

I want to be able to throw a table at one point in any of the games.

Tyler Rand

Possibly one of the hardest thing to do while making a game is establishing and sticking to the scope of a game. Im sure Dan and company know this already, but it has to be said. Set the scope of your game and stick to it. It doesn't need to be as revolutionary as bastion. Especially if its your small game that your making just to test the waters of greenlight. Dont let the idea of what the game could be, overide what the game is and will be. If you dont get a tight handle on the scope of your game you may end up with a big sloppy mess instead of a small intricate masterpiece.


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