Indie Developers Showcase, Day 2: Gravity Hook
Welcome to Clarence Day 2 of The Escapist's Indie Developer Showcase, a 10-day celebration of the designers and programmers who ingest struck out along their own to make the games they want to induce. Daily we'll feature a new game or demo by an ascending-and-sexual climax indie developer along with a brief interview. Some games are already commercially accessible, some are works in progress, merely whol are free to play. To interpret who's on the docket or check out what you've missed, click present. Enjoy!
Adam Saltsman is Hug dru Atomic, a software engineer, entrepreneur, indie game developer (making games for the web and the iPhone), and operational member of the TIGSource indie games community. His latest project is Gravity Hook, a simple flash-based survival game where you travel leading an endless, explosive-filled mining screw using alone your opposable claw.
Click the screenshot to play present.
On Gravity Hook:
"Solemnity Hook is based on a prototype made by Niklas Jansson (a.k.a. Arne, a.k.a. Prometheus) called Gravity Key. However, IT wasn't very accessible, and Niklas has a kind of forged habit of never finish anything he starts anyways! But his core adventure/reward mechanic of having to sort of let go at the last minute was in truth, actually amusing. I asked Niklas if I could try making a kind of clicky, mouse-based unbounded-climb version of that, and he in agreement.
"Gravity Hook follows behind deuce else flash bet on attempts (Nano and an unreleased sniper game) that I never really finished, so I had a pretty clear mental picture by about center through development of exactly what was going to go with into this game, and what wasn't. IT was a very shortlist!"
On the advantages and disadvantages of solo game development:
"The most ho-hum thing is the larger pieces of artwork that go into each gritty, primarily environments and title screens. There is definitely a reason that so many independent games have so much minimalist title screens! The most rewarding thing is listening to populate talk about the game."
On the biggest challenges veneer the videogame industry:
"I don't know if I'm really qualified to notice on it, only I think the industry has a lot of envy for other present industries, like film, music and estimator software, but at the same time they ignore many of the best practices and policies that these industries have developed. They ignore a circle of flourishing software development stuff, ignore the alternate funding models of the film industry and harbor't yet intentionally encouraged the underground/free-living panoram in the way the moving-picture show and medicine industries have, which is where they harvest their new endowment. United with the fact that this is an graphics fles unlike some former, I think the challenge is how do we nurture the graphics anatomy in the long term and learn from these sister industries rather than trying to mimic their awards shows and marketing schemes? Only then, that might not yield sensationalism Q1 results for the stockholders …"
His advice to aspirant indie game developers:
"Stop trying to dream up Gamy Boy games and make something already. And for your rice beer, make it something small. Also, ne'er work retail, and never consider a game evolution job from mortal who used to manufacture tires for a surviving."
https://www.escapistmagazine.com/indie-developers-showcase-day-2-gravity-hook/
Source: https://www.escapistmagazine.com/indie-developers-showcase-day-2-gravity-hook/
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