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Plan for Phil Carlisle
Plan for Phil Carlisle
| Name: | Phil Carlisle | ![]() |
|---|---|---|
| Date Posted: | Oct 13, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Phil Carlisle |
Blog post
Hi Shannon! :)
There is something cathartic about attending the IGC every year. The amazing thing is that each year I learn something fundamentally new about developing games as an indie.
Some times its a hard lesson, sometimes its just reaffirming my own feelings about how it is to be "indie", sometimes its just plain reality check time.
This year definitely falls into that last category.
Essentially, this year has seen me finally find a game where I can truly get behind it and get it shipped. This is after a *lot* of trying different games ideas out and prototyping my ass off.
So what revelation have I gotten around to learning this year?
That even with all of the best intentions there are no guarantees to game development. That if I really want to make a business, I have to be smarter about the choices I make when considering games to make.
Now this isnt something new to me, when I was at Team17 we used to start projects and put years into them before finally admitting they werent working. This is exactly the same at many huge developers and I guess is a universal issue.
So now there is this dilemma of choosing games that you would love to play yourself, versus choosing games that make commercial sense.
But thats really the wrong way to think about it, because I know from experience that you can enjoy making a game even if you wouldnt always play it yourself. I'm not saying you dont care about it, but that you dont have to be precious about it being only *your* game.
Games are intended for other people to play too!
Of course you have to follow your intuition when developing individual mechanics to know if theyre fun. But honestly, as you grow more skilled as a developer, you can learn to have fun with any part of making a game, as long as you have the right attitude.
So whats next for me?
Well, primarily it will be shipping Air Ace, which is my *baby*, but you know what? It probably doesnt really make any commercial sense to do this game. I've sat and thought it through many many times and I still dont have a clear idea of how to actually make money on the game itself.
This kind of makes it a labour of love rather than a good commercial decision. Which I'm ok with, but in order to actually make a long-term business, I have to start to think about exactly *what* games we work on.
So the plans for the future?
First up, is to flesh out the content on the new AIR ACE website.. check it out at
www.airaceonline.com
This really is time to ante up and throw my chips in the business of game dev. I cant specify exactly what that means right now, but lets just say that a few of us have heard the message and will be acting on the advice received in the very near future.
So this christmas will be spent trying to get Air Ace shipped (the online version just now) and finishing off the code required for the singleplayer.
I'm also desperate to ship the AI Pack right now, because its too much to just let it rot or let someone else take over that niche with a product which offers less functionality.
That and contract work plus my usual day job should see me busy for the near term :)
Take care and great to see you all out at the IGC for those who attended!
There is something cathartic about attending the IGC every year. The amazing thing is that each year I learn something fundamentally new about developing games as an indie.
Some times its a hard lesson, sometimes its just reaffirming my own feelings about how it is to be "indie", sometimes its just plain reality check time.
This year definitely falls into that last category.
Essentially, this year has seen me finally find a game where I can truly get behind it and get it shipped. This is after a *lot* of trying different games ideas out and prototyping my ass off.
So what revelation have I gotten around to learning this year?
That even with all of the best intentions there are no guarantees to game development. That if I really want to make a business, I have to be smarter about the choices I make when considering games to make.
Now this isnt something new to me, when I was at Team17 we used to start projects and put years into them before finally admitting they werent working. This is exactly the same at many huge developers and I guess is a universal issue.
So now there is this dilemma of choosing games that you would love to play yourself, versus choosing games that make commercial sense.
But thats really the wrong way to think about it, because I know from experience that you can enjoy making a game even if you wouldnt always play it yourself. I'm not saying you dont care about it, but that you dont have to be precious about it being only *your* game.
Games are intended for other people to play too!
Of course you have to follow your intuition when developing individual mechanics to know if theyre fun. But honestly, as you grow more skilled as a developer, you can learn to have fun with any part of making a game, as long as you have the right attitude.
So whats next for me?
Well, primarily it will be shipping Air Ace, which is my *baby*, but you know what? It probably doesnt really make any commercial sense to do this game. I've sat and thought it through many many times and I still dont have a clear idea of how to actually make money on the game itself.
This kind of makes it a labour of love rather than a good commercial decision. Which I'm ok with, but in order to actually make a long-term business, I have to start to think about exactly *what* games we work on.
So the plans for the future?
First up, is to flesh out the content on the new AIR ACE website.. check it out at
www.airaceonline.com
This really is time to ante up and throw my chips in the business of game dev. I cant specify exactly what that means right now, but lets just say that a few of us have heard the message and will be acting on the advice received in the very near future.
So this christmas will be spent trying to get Air Ace shipped (the online version just now) and finishing off the code required for the singleplayer.
I'm also desperate to ship the AI Pack right now, because its too much to just let it rot or let someone else take over that niche with a product which offers less functionality.
That and contract work plus my usual day job should see me busy for the near term :)
Take care and great to see you all out at the IGC for those who attended!
Recent Blog Posts
| List: | 12/05/07 - The importance of good tools for productivity 11/17/07 - Using the way back machine. 09/21/07 - Juggling cats. 09/04/07 - End of Summer. 08/27/07 - Come work with me!! 08/14/07 - The changing nature of entertainment 07/25/07 - Someone stole my notes!! 07/16/07 - Art pipeline and other things. |
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Submit your own resources!| Jesse (Midhir) Liles (Oct 13, 2005 at 01:25 GMT) |
| Treb Connell(formerlyMasterTreb) (Oct 13, 2005 at 01:27 GMT) |
| Ian Roach (Oct 13, 2005 at 01:30 GMT) |
Good luck with airace, personally i dont think theres enough dogfighting flight sims so theres definetely a market there.
| Brian Wells (Oct 13, 2005 at 02:49 GMT) |
It was great to meet you and the others at IGC. Can't wait to see Air Ace in the GG store. I am positive it will happen sooner rather than later, it is looking so great already! I have been wating to play it multiplayer since I first saw screenies.
BTW, I am nominating you for my "Favorite IGC 2005 Brit" award. Tom Bampton has already been disqualified for the 50 cups of Tea /w Milk thing at IGC :)
-B
| Linhart Walter (Oct 13, 2005 at 03:19 GMT) |
| Vashner (Oct 13, 2005 at 05:00 GMT) |
| Rick Overman (Oct 13, 2005 at 05:17 GMT) |
Phil - always enjoyable. Nice to see you in person - the man with the big java cup. Happy to hear you had a safe trip home. See you next year!
:) Shannon
| Burt Jarvis (Oct 13, 2005 at 14:01 GMT) |
Cheers,
bj
| Anthony Rosenbaum (Oct 13, 2005 at 15:08 GMT) |
| Dee (Oct 14, 2005 at 17:40 GMT) |
Congratulations on your progress with Air Ace, and I expect as per your other endeavours, that it will be very successful!
On the AI Pack note, not sure if your blog was directed at mine posted a couple of hours earlier, but to clarify....
I've finished up an AI Pack as well, and am engaging GG regarding release.
Just wanted to mention that I don't believe it to lack in functionality, quite the opposite really.
It's more of an AI Code Pack which is also designed for easy & rapid expansion or alteration for a client's specific implementation.
I would certainly appreciate any input an industry vetran as yourself may have, if you'd like to see the work.
That could only improve it further.
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