Indie Games - Fast, Cheap and Everywhere
bios10h writes "MSNBC has an article about indie game developers and their businesses. 'INDEPENDENT COMPUTER GAMING: It's not always pretty, but ask any one in the biz and they'll say that it represents the purest form of game development. And sometimes the cheapest.' Interesting read about the indie games scene... maybe we have indie developers in the Slashdot crowd that would like to comment on this."
There's plenty of free game engines out there, some are open source. An example is Genesis3D, an engine I've dabbled with. Lots of the 3D engines are in various stages of development, and some of the ones I've tried do not seem quite powerful or flexible enough for the game concepts I'm trying to implement, but depending on what you're looking for, there are plenty of resources avaiable.
Don't forget to check out useful websites like NeHe's OpenGL page (here) or GameDev.net. There are literally tons of resources out there for someone looking to get into indie game development.
the blood has stopped pumping, and he's left to decay
the me that you know is now made up of wires
Indie games are great. I love them because their communities are so small and tight-knit. One of my favorite Indie games would have to be Wulfram 2. The game is completely volenter driven. There are more than a few people who have stuck with the developer for as long as five years.
There are some problems with Indie games however, the biggest would have to be support. Alot of these games are struggling to stay alive, and to do so they need to either be pay to play, have a large number of donations, or just simply have a ton of advertisements.
Bugs are just features that have been fixed.
For those looking for more cross platorm options, there are these:
I don't really have a favorite of these, they all have some really attractive features.
It still seems picking up an opengl book and doing it yourself is the best way to go in the long run. Other options are taking older games with released source (Doom, Marathon, Quake 1 and 2) and using that engine. Again, learning curve will be high though.
There is one great exception, of course. Nethack has to be the king of the indie games....
Stop by my site where I write about ERP systems & more
The Irony of Indy Games
;) Than again, there are a few companies that are going from commerical projects to more of an indy style. Once you see the amount that publishers take... you start to see the value in online distro's!
;) Enjoy the world of game development for zero cash!
Outside of the handheld ( PalmOS, PocketPC ) markets, or cell phones... many indy games are either crap... or sales pitches to publishers! Im not saying all... there are probrably dozens of exceptions, but on the whole this remains true. Its funny though, when you look at "past" indy games...
HomeWorld
Doom
FlashPoint
Really... by definition, an indy game is self financed, without a publisher in site. Its funny that that moment you have success in the indy market, you tend to get picked up by a publisher... then your no longer indy!
For anyone really interested in learning more, check out:
Garage Games Misc resources, plus a licensable engine
FlipCode Great gaming related site
Gamedev.net Like flipcode, but less mature ( you'll see! )
Gamasutra The site for game developers! Must see
CrystalSpace LGPL 3d Engine. Very impressive
WildTangent Cheap game engine (web based), plus online publishing
Auran Jet Affordable 3d engine, flexible licensing
OpenGl The site for OpenGL info. Lots of useful links
From the above list, you should easily be able to find anything else your looking for!
It apparently runs on just about anything: Mac >=10.1, Windows >=98, and a bunch of x86 Linux distros.
No kidding - I love Marble Blast Gold (however, I got it for free - but had already planned on buying it after playing the demo.)
One of the trends with the games offered at GarageGames is they are CROSS PLATFORM!!! That may not sound real exciting, but, I own Orbz 2.0 and Marble Blast Gold. I own a PC and a Mac (I love my PowerBook. Er... my WIFE'S PowerBook.) If I ever switch over to Mac completely, I don't have to re-buy the game, or give up the game - just download the Mac version. It's hard to get publishers interested in a cross platform game these days - Indies WANT crossplatform, since the Mac market may be smaller, but less cluttered (and same for Linux).
Davis Ray Sickmon, Jr - looking for something to read? Check out my three free novels at MidnightRyder.org
The thing about developing your own game is, you have the power to really try and make it perfect. You have real creative control, you know? You can take the high road if you want, or lean towards a humorous kind of bent, or just go completely deranged and do something freaky. It's cool. And, you don't have any creeps in suits leaning on you to make your character's tits bigger, or dumb down the dialog.
One bummer is, being only one guy, I won't be able to get anything to market in less than a year or two, and I can't afford too fast a computer, so my graphics will be targeted at lower-end machines, like, say, a 500Mhz Celeron. So, my game will *look* like an older game in a sense, and won't be as flash as the crop of games it would normally be competing against. But I don't think that's a bad thing. Let the big shops have the high end. I think there's room at the lower end for guys like me. Not everyone has a P-IV, right?
As far as my game goes, it'll be a third-person shooter with first person controls and modest but smooth graphics. I don't want to give away too much, but I think it'll really appeal to this crowd. It's very high-tech oriented. I figure, maybe, 2005 sometime. My business model is: I'm going to release the game engine itself, with development tools, open source for Linux, Windows, and FreeBSD so that anyone who is into this stuff can create their own game using the tools. I'm looking at using Crystal Space or Ogre as a base, and building my system as a game-engine layer on top of their graphics engine. So, if you want to play the game, you download a bundle with the game engine and a compatible build of one of the graphics engines, for free. But, then, you pay for the actual levels and mods. Every couple of months, I come out with a new set of levels and mods, which you can pick up for like, twenty bucks. You can't steal my *story*, because it's like a novel, right? But you can write your *own* story using my tools, and jump into the market right alongside me. Isn't that a neat idea? I figure, the more people create cool, weird little games, the more there are for me to play. That's GOT to be a Good Thing, right?
And, since I just posted it, and it's now in the public domain, it can't be patented (this post is a prior-art description of the concept, 8/1/2003 5:29PM).
Farewell! It's been a fine buncha years!
*YOU* choose your platform. THink about it. :: sniff ::)
;) ) Same rules apply. I play the music I want to play, no one can tell me otherwise.)
Are you tired of seeing the best games only come out for Win32? Maybe you're a Linux user and have to dual-boot, just so you can play the greatest/latest game. Maybe you're a Mac user and you're just SOL (for the most part). The fact is, most commercial companies only want money, and lots of it, and money can be made on Win32. Even with a shitty game, if it can sell to just 1% of the market, can still pull a profit (unless it's one of those billion dollar all-graphics-no-game jobs). With Indie developers, there's no shareholders to satisfy. There's no board of directors mandating you use DirectX or whatever. You can target minority platforms if you choose, and with a reduced overhead (and pent up demand for a good game), can actually find a market. I don't know if A Tale in the Desert is making a profit, but you know, the marketing (almost non-existing, word-of-mouth kinda thing), the packaging (download only? I've not seen a box) and the fact that it runs on Linux without WINE is truly revolutionary in many ways. While the game doesn't appear to be my cup of tea, I give them mad props for doing it and doing it on their terms. AFAICT, they didn't have to rush it out of the door to meet some projected sales targets. AFAIK the rollout was very smooth. It's nice to be able to produce quality. (Of course, someone's probably going to come along and say they're not an Indie company and were bankrolled by EA or something and completely crush my dreams..
Anyway, if I were under the pressure to produce mounds and mounds of money, you can bet I'd be a Win32 developer. However, I'm just a hobbyist/indie/wannabe, so guess what? I'm trying to do everything I can on Linux, because I can. No one is there to say I can't. YOu know what? I'm even using Java! Take that! (see www.lwjgl.org). See, I'm not stuck in a shop that says I have to use 3DStudio Max (I can't afford $6k, can you?). I use TheGimp because it works for what I do (although Photoshop + some KPT filters is better for a few things (the KPT Procedural Texture plugin is just.. nifty.. For the kind of stuff I require, that is). I can use Eclipse + Java + LWJGL, all on Linux, targetting Linux (of course, get the benefits of cross-platform, but that's secondary, eh?). What I'm getting at is, as an indie developer, you can call the shots! And I can even GPL the game, if I so desire! That's what's rewarding, to me, the ability to have control.
(Also note: I'm an independent musician (lack of talent?
If you were me, you'd be good lookin'. - six string samurai
"Quit looking on the Internet, no good artist will post his/her work there just so it could be taken by hundred's of people to be claimed as their own."
Bull shit.
"Derp de derp."